Gamification device

ABSTRACT

A messaging gamification device. A messaging gamification device can include a customizable message provisioning system and a customizable display system. A method of operating a messaging gamification device can include controlling reproduction of content on a customizable display system of the gamification device according to how a user interacts with the gamification device and content presentation rules.

CROSS-REFERENCE TO RELATED APPLICATIONS

The present application is a continuation-in-part of U.S. patentapplication Ser. No. 15/291,994 filed Oct. 12, 2016, which claimspriority to U.S. Provisional Patent Application Ser. No. 62/241,069filed Oct. 13, 2015, which are hereby incorporated by reference herein.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 depicts a front view of an example of a gamification device.

FIG. 2 depicts a cross-sectional view of an example of a gamificationdevice.

FIG. 3 depicts a front perspective view of an example of a customizeddie.

FIG. 4 depicts a diagram of an example of a system for controllingcustomizable message provisioning in a gamification device.

FIG. 5 depicts a flowchart of an example of a method for controlling acustomizable display system integrated as part of a gamification device.

FIG. 6 depicts a diagram of an example of a message provisioning systemand a customizable display system integrated as part of a gamificationdevice.

FIGS. 7A and 7B depict a diagram of a flowchart of an example operationof a gamification device with an integrated customizable display systemand a customizable message provisioning system.

FIG. 8 depicts a diagram of a solar powered customizable display systemintegrated with a gamification device.

FIG. 9 depicts a diagram of a movement activated self-poweringcustomizable display system integrated with a gamification device.

FIG. 10 depicts a diagram of a battery powered customizable displaysystem integrated with a gamification device.

FIG. 11 depicts a diagram of a customized content maintenance system.

FIG. 12 depicts a diagram of an example of a customized contentreproduction management system.

FIG. 13 depicts a flowchart of an example of a method for reproducingcontent at a customizable display system integrated as part of agamification device based on user interaction with the gamificationdevice.

FIG. 14 depicts a flowchart of an example of a method for reproducingcontent at a customizable display system integrated as part of agamification device based on environmental conditions at thegamification device.

FIG. 15 depicts a flowchart of an example of a method of reproducingcontent on a customizable display system according to user personas.

FIG. 16 depicts an example of an ad hoc wireless state-maintainingsocial device network.

FIG. 17 depicts a flowchart of an example of a social game (celebrity)played with one or more wireless state-maintaining social devices.

FIG. 18 depicts a flowchart of an example of a social game (reversecharades) played with multiple wireless state-maintaining socialdevices.

FIG. 19 depicts a flowchart of an example of a social game (truth ordare) played with at least one wireless state-maintaining social deviceand a polygraph machine.

FIG. 20 depicts a diagram of an example of a gamification device andgameboard.

DETAILED DESCRIPTION

FIG. 1 depicts a front view of an example of a gamification device 100.The gamification device 100 includes a housing 102 enclosing an innerreservoir. The housing 102 can be of an applicable shape. For example,the housing can be a sphere, a cube, a cylinder, or resembling the shapeof an object such as a football helmet, a book, or a hockey puck. Thehousing 102 can be comprised of one or a combination of applicablematerials. For example the housing 102 can be comprised of plastic. Invarious implementations, the housing 102 is of a size to allow for thegamification device 100 to be manipulated by a person, either an adultor a child. For example, the housing 102 can be of a size such that achild can pick up and shake the gamification device 100. The housing 102can include indicia and ornamental decorations. For example, the housing102 can include ornamental decorations, such as a sports team logo,painted onto the outer surface of the housing.

The housing 102 contains an inner reservoir. An inner reservoir withinthe housing 102 contains a liquid 106 in a sealed manner. The liquid 106contained within an inner reservoir can include a dye to limit theability to view a die contained within the inner reservoir. The innerreservoir can be of a shape to allow a contained die to move and rotatefreely within a contained liquid. In various implementations, an innerreservoir within the housing 102 can be cylindrical shaped. The innerreservoir can have multiple chambers where the die can float into. Eachchamber can have its own window 104. An inner reservoir contained withinthe housing 102 can extend across an entire diameter of the housing 102or an entire length of the housing 102.

The gamification device 100 includes a window 104 or multiple windowsimplemented as part of the housing 102. The window 104 functions toallow a person to look inside an inner reservoir contained by thehousing 102. Through the window 104 a person can view a customized dieand the liquid 106 contained within an inner reservoir. The window 104can be configured to form part of the inner reservoir. Specifically, thewindow 104 can form at least a portion of a top, bottom or side of aninner reservoir contained by the housing 102. For example, if an innerreservoir is cylindrically shaped, the window 104 can form a top of theinner reservoir. The window 104 can be comprised of a transparentmaterial. For example, the window 104 can be comprised of an acrylatepolymer, a butyrate polymer, or a polycarbonate polymer.

The gamification device 100 includes a customized die 108 contained,along with the liquid 106, by an inner reservoir within the housing 102.The customized die 108 includes at least two distinct faces. Faces ofthe customized die 108 can be of an applicable shape. For example, facesof the customized die 108 can be triangular shaped, as shown in FIG. 1of the example gamification device 100. In various implementations,faces of the customized die 108 can be of different shapes. For examplea first face of the customizable die 108 can be shaped as a triangle,while a second face of the customized die 108 can be shaped as a square.

The customized die 108 is configured to float within the liquid 106contained within an inner reservoir. The customized die 108 can becomprised of an applicable material and be of an applicable design tocause the customized die 108 to float within the liquid 106. The die canhave a chamber that is filled with air or the die can be constructedfrom a material that is less dense than the liquid. For example, thecustomized die 108 can be hollow to cause the customized die 108 tofloat within the liquid 106. In floating within the liquid 106, when thegamification device 100 is manipulated to specific positions, thecustomized die 108 floats towards the window 104, where a portion of thecustomized die 108 comes into contact with the window 104.

The customized die 108 includes indicia or script 110 on at least one ofa plurality of faces. The indicia or script 110 can form words orphrases. Depending upon implementation-specific or other considerations,one face of the customized die 108 includes indicia or script whileanother face of the customized die 108 does not include indicia orscript. The indicia or script 110 can be raised with respect to acorresponding face that the indicia or script are present on. As theindicia or script 110 is raised with respect to the face of thecustomized die 108, when a person (or artificial agent of the person)manipulates the gamification device 100 to a specific position, thecustomized die 108 floats towards the window 104 and the indicia orscript 110 comes into contact with the window 104, where the indicia orscript 110 can be viewed while the remaining portions of the customizeddie 108, including the specific face of the customized die 108, remainhidden by the liquid 106. As a result, the indicia or script 110 appearto “magically” come into view.

In a specific implementation, a person (or artificial agent of a person)can input indicia or script for the customized die 108 through anapplication or a web-based application. In various implementations, anapplication can limit or modify the input indicia or script according toeither or both the size of the indicia or script or a size of a facethat will include the indicia or script. For example, an application canremove words from a message to ensure that the message can fit on a faceof the customized die 108. In a specific implementation, an applicationpresents indicia or script for a person to review, which the person canselect to be included on the customized die 108.

The customized die 108 is either a modified version of an original diecreated by a factory that created the gamification device, or a new diethat is different from the original die. In manufacturing thegamification device 100, a factory version including an original die isobtained. The housing 102 can be opened and the inner reservoir can beaccessed to remove the original die. The customized die 108 can then beplaced in the inner reservoir which is sealed again and the housing 102is closed. Depending upon implementation-specific or otherconsiderations, the liquid 106 can be replaced or replenished whileaccessing the inner reservoir to remove the original die and place thecustomized die 108 within the inner reservoir.

The customized die 108 can be created using an applicable 3D printingprocess. Depending upon implementation-specific or other considerations,the customized die 108 can be created by using 3D printing to modify anoriginal die. For example, script or indicia on an original die can bemodified through a 3D printing process to change the script or indiciaand subsequently create the customized die 108. Further depending uponimplementation-specific or other considerations, the customized die canbe created by using 3D printing to generate a new die, which serves asthe customized die 108. An original die can be used in generating amodel for 3D printing of a new die. For example, a model of a new diecan be generated based on a shape and size of an original die. Ingenerating a model of a new die, an original die can be scanned with a3D scanner or by using a camera and photogrammetry software to generatea digital model of a new die. For example the original die can bescanned with a 3D scanner to create a digital model of a new die in anapplicable file format, such as a stereolithography file format. The newdie design can be created with CAD software that to an output file thatcontrols a 3-D printer or an engraving or embossing system.

In a specific implementation, the customized die 108 is created throughan applicable extrusion deposition based 3D printing process, a 2Dprinting or embossing process, or engraved using a 3D carving process.In various implementations, the customized die 108 can be created byextruding a thermoplastic material that is heated up and then flowed outof an extruder to generate the customized die 108. For example, smallbeads of a thermoplastic material can be extruded to form the customizeddie 108 by controlling the flow of heated thermoplastic from anextrusion nozzle. Examples of thermoplastic materials that can be usedto create the customized die through an extrusion deposition based 3Dprinting process include acrylonitrile butadiene styrene polymers,polycarbonate polymers, polylactic acid polymers, high densitypolyethylene polymers, PC/ABS polymers, polyphenylsulfone polymers, andhigh impact polystyrene polymers.

In a specific implementation, the customized die 108 is created throughan applicable selective fusing of granular materials based 3D printingprocess. In various implementations, the customized die 108 can becreated by sintering or melting granular material to form the customizeddie 108. The customized die 108 can be created using an applicablesintering or melting process, such as selective laser sintering,selective laser melting, or electron beam melting. A granular materialthat is used to generate the customized die 108 can include a polymer.In various implementations, the customized die 108 can be created bybinding together granular materials in layers. For example, thecustomized die 108 can be created by spreading a layer of granularmaterial and depositing a binder based on a design of the customized dieto form a layer of the customized die 108. This can be repeated layer bylayer until the complete customized die 108 is created.

In a specific implementation, the customized die 108 is created throughan applicable stereolithography based 3D printing process. In variousimplementations, a thin layer of a photopolymer can be deposited inlayers that are subsequently cured to form the customized die 108. Forexample, a liquid photopolymer can be deposited in a thin layer which isthen cured through exposure to UV light to solidify the photopolymerlayer, and this process is repeated until the customized die is created108.

In an example of operation of the example gamification device 100 shownin FIG. 1, a person shakes the gamification device 100. This causes thecustomized die 108 to float within the liquid 106 contained in an innerreservoir within the housing 102. In the example of operation of theexample gamification device 100 shown in FIG. 1, the person positionsthe gamification device to cause the customized die 108 to float towardsthe window 104. As the gamification device 100 is shaken to cause thecustomized die 108 to move within the liquid 106 contained in an innerreservoir, it is random which portion of the customized die,corresponding to a specific face of the customized die 108, comes intocontact with the window 104 for the person to view. We can alter thedensity of the material on one or more sides of the die 108 to increaseor decrease the probability that a particular die face 302 floats to thetop.

FIG. 2 depicts a cross-sectional view of an example of a gamificationdevice 200. The gamification device 200 includes a housing 202 enclosingan inner reservoir 204. While the housing 202 is shown to be of acircular shape, the housing 202 can be of an applicable shape. Thehousing 202 includes an outer wall 206 and an inner wall 208. The outerwall 206 of the housing 202 is a surface that a person can engage tomanipulate the gamification device 200. The outer wall 206 and the innerwall 208 have diameters to define a thickness of the housing 202. Theouter wall 206 and the inner wall 208 have diameters to define athickness of the housing 202 that allows the gamification device 200 tobe picked up and manipulated.

The inner reservoir 204 functions to contain a liquid and a customizeddie. A liquid contained within the inner reservoir 204 can include a dyeto limit the view of a contained customized die. While the innerreservoir 204 is shown to be cylindrical in shape, the inner reservoir204 can be of an applicable shape. The inner reservoir 204 can be of asize to allow a contained customized die to rotate 360° in alldirections with respect to the customized die.

The inner reservoir 204 includes a reservoir wall 210 that defines theinner reservoir 204 within the housing 202. While the reservoir wall 210is shown to be cylindrical, the reservoir wall 210 can be of anapplicable shape. The reservoir wall 210 can be of a size to allow acontained customized die to rotate 360° in all directions with respectto the customized die within the inner reservoir 204. The innerreservoir 204 can contain a customized die created using an applicable3D printing process, such as the 3D printing processes described in thispaper.

FIG. 3 depicts a front perspective view of an example of a customizeddie 300. The example customized die 300 shown in FIG. 3 is dodecahedronin shape. The customized die 300 can be created using an applicable 3Dprinting or engraving process, such as the 3D printing processesdescribed in this paper. Depending upon implementation-specific or otherconsiderations, the customized die 300 can be a modified version of anoriginal die, or an entirely new die.

The customized die 300 includes a plurality of faces, e.g. face 302.Each face includes indicia or script 304. Each face can includedifferent indicia or script. Indicia or script can be raised from orengraved into a corresponding face upon which it is positioned. As aresult, indicia or script can be viewed when it comes into contact witha window while the remaining portions of the customized die 300,including the other faces and other indicia or script, remain hidden.

FIG. 4 depicts a diagram 400 of an example of a system for controllingcustomizable message provisioning in a gamification device. The systemof the example of FIG. 4 includes a computer-readable medium 402, acustomizable display system 404, and a customizable message provisioningsystem 406.

In the example system shown in FIG. 4, the customizable display system404 and the customizable message provisioning system 406 are coupled toeach other through the computer-readable medium 402. As used in thispaper, a “computer-readable medium” is intended to include all mediumsthat are statutory (e.g., in the United States, under 35 U.S.C. 101),and to specifically exclude all mediums that are non-statutory in natureto the extent that the exclusion is necessary for a claim that includesthe computer-readable medium to be valid. Known statutorycomputer-readable mediums include hardware (e.g., registers, randomaccess memory (RAM), non-volatile (NV) storage, to name a few), but mayor may not be limited to hardware.

The computer-readable medium 402 is intended to represent a variety ofpotentially applicable technologies. For example, the computer-readablemedium 402 can be used to form a network or part of a network. Where twocomponents are co-located on a device, the computer-readable medium 402can include a bus or other data conduit or plane. Where a firstcomponent is co-located on one device and a second component is locatedon a different device, the computer-readable medium 402 can include awireless or wired back-end network or LAN. The computer-readable medium402 can also encompass a relevant portion of a WAN or other network, ifapplicable.

The computer-readable medium 402, the customizable display system 404,the customizable message provisioning system 406, and other applicablesystems or devices described in this paper can be implemented as acomputer system, a plurality of computer systems, or parts of a computersystem or a plurality of computer systems. In general, a computer systemwill include a processor, memory, non-volatile storage, and aninterface. A typical computer system will usually include at least aprocessor, memory, and a device (e.g., a bus) coupling the memory to theprocessor. The processor can be, for example, a general-purpose centralprocessing unit (CPU), such as a microprocessor, or a special-purposeprocessor, such as a microcontroller.

The memory can include, by way of example but not limitation, randomaccess memory (RAM), such as dynamic RAM (DRAM) and static RAM (SRAM).The memory can be local, remote, or distributed. The bus can also couplethe processor to non-volatile storage. The non-volatile storage is oftena magnetic floppy or hard disk, a magnetic-optical disk, an opticaldisk, a read-only memory (ROM), such as a CD-ROM, EPROM, or EEPROM, amagnetic or optical card, or another form of storage for large amountsof data. Some of this data is often written, by a direct memory accessprocess, into memory during execution of software on the computersystem. The non-volatile storage can be local, remote, or distributed.The non-volatile storage is optional because systems can be created withall applicable data available in memory.

Software is typically stored in the non-volatile storage. Indeed, forlarge programs, it may not even be possible to store the entire programin the memory. Nevertheless, it should be understood that for softwareto run, if necessary, it is moved to a computer-readable locationappropriate for processing, and for illustrative purposes, that locationis referred to as the memory in this paper. Even when software is movedto the memory for execution, the processor will typically make use ofhardware registers to store values associated with the software, andlocal cache that, ideally, serves to speed up execution. As used herein,a software program is assumed to be stored at an applicable known orconvenient location (from non-volatile storage to hardware registers)when the software program is referred to as “implemented in acomputer-readable storage medium.” A processor is considered to be“configured to execute a program” when at least one value associatedwith the program is stored in a register readable by the processor.

In one example of operation, a computer system can be controlled byoperating system software, which is a software program that includes afile management system, such as a disk operating system. One example ofoperating system software with associated file management systemsoftware is the family of operating systems known as Windows® fromMicrosoft Corporation of Redmond, Wash., and their associated filemanagement systems. Another example of operating system software withits associated file management system software is the Linux operatingsystem and its associated file management system. Another example ofoperating system software with its associated file management systemsoftware is the FreeRTOS operating system and its associated filemanagement system. The file management system is typically stored in thenon-volatile storage and causes the processor to execute the variousacts required by the operating system to input and output data and tostore data in the memory, including storing files on the non-volatilestorage.

The bus can also couple the processor to the interface. The interfacecan include one or more input and/or output (I/O) devices. The I/Odevices can include, by way of example but not limitation, a keyboard, amouse or other pointing device, disk drives, printers, a scanner, andother I/O devices, including a display device. The display device caninclude, by way of example but not limitation, a cathode ray tube (CRT),liquid crystal display (LCD), or some other applicable known orconvenient display device. The interface can include one or more of amodem or network interface. It will be appreciated that a modem ornetwork interface can be considered to be part of the computer system.The interface can include an analog modem, ISDN modem, cable modem,token ring interface, satellite transmission interface (e.g. “directPC”), or other interfaces for coupling a computer system to othercomputer systems. Interfaces enable computer systems and other devicesto be coupled together in a network.

The computer systems can be compatible with or implemented as part of orthrough a cloud-based computing system. As used in this paper, acloud-based computing system is a system that provides virtualizedcomputing resources, software and/or information to client devices. Thecomputing resources, software and/or information can be virtualized bymaintaining centralized services and resources that the edge devices canaccess over a communication interface, such as a network. “Cloud” may bea marketing term and for the purposes of this paper can include any ofthe networks described herein. The cloud-based computing system caninvolve a subscription for services or use a utility pricing model.Users can access the protocols of the cloud-based computing systemthrough a web browser or other container application located on theirclient device.

A computer system can be implemented as an engine, as part of an engine,or through multiple engines. As used in this paper, an engine includesone or more processors or a portion thereof. A portion of one or moreprocessors can include some portion of hardware less than all of thehardware comprising any given one or more processors, such as a subsetof registers, the portion of the processor dedicated to one or morethreads of a multi-threaded processor, a time slice during which theprocessor is wholly or partially dedicated to carrying out part of theengine's functionality, or the like. As such, a first engine and asecond engine can have one or more dedicated processors, or a firstengine and a second engine can share one or more processors with oneanother or other engines. Depending upon implementation-specific orother considerations, an engine can be centralized or its functionalitydistributed. An engine can include hardware, firmware, or softwareembodied in a computer-readable medium for execution by the processor.The processor transforms data into new data using implemented datastructures and methods, such as is described with reference to the FIGS.in this paper.

The engines described in this paper, or the engines through which thesystems and devices described in this paper can be implemented, can becloud-based engines. As used in this paper, a cloud-based engine is anengine that can run applications and/or functionalities using acloud-based computing system. All or portions of the applications and/orfunctionalities can be distributed across multiple computing devices,and need not be restricted to only one computing device. In someembodiments, the cloud-based engines can execute functionalities and/ormodules that end users access through a web browser or containerapplication without having the functionalities and/or modules installedlocally on the end users' computing devices.

As used in this paper, datastores are intended to include repositorieshaving any applicable organization of data, including tables,comma-separated values (CSV) files, traditional databases (e.g., SQL),or other applicable known or convenient organizational formats.Datastores can be implemented, for example, as software embodied in aphysical computer-readable medium on a general-purpose orspecific-purpose machine, in firmware, in hardware, in a combinationthereof, or in an applicable known or convenient device or system.Datastore-associated components, such as database interfaces, can beconsidered “part of” a datastore, part of some other system component,or a combination thereof, though the physical location and othercharacteristics of datastore-associated components is not critical foran understanding of the techniques described in this paper.

Datastores can include data structures. As used in this paper, a datastructure is associated with a particular way of storing and organizingdata in a computer so that it can be used efficiently within a givencontext. Data structures are generally based on the ability of acomputer to fetch and store data at any place in its memory, specifiedby an address, a bit string that can be itself stored in memory andmanipulated by the program. Thus, some data structures are based oncomputing the addresses of data items with arithmetic operations; whileother data structures are based on storing addresses of data itemswithin the structure itself. Many data structures use both principles,sometimes combined in non-trivial ways. The implementation of a datastructure usually entails writing a set of procedures that create andmanipulate instances of that structure. The datastores, described inthis paper, can be cloud-based datastores. A cloud-based datastore is adatastore that is compatible with cloud-based computing systems andengines.

The customizable display system 404 functions to render content forconsumption by a person. As part of rendering content for consumption bya person, the customizable display system 404 can function to displaycustomized messages or indicia. The customizable display system 404 canbe integrated as part of the gamification devices described in thispaper. In various implementations, the customizable display system 404can replace the customized die described in this paper. As a result,when a person manipulates the gamification devices described in thispaper, the person can view a message on a display of the customizabledisplay system 404. In various implementations, the customizable displaysystem 404 is rigidly secured within a gamification device. As a result,when a person manipulates the gamification devices described in thispaper, the person views the same display of the customizable displaysystem 404. The customizable display system 404 can be configured todisplay a plurality of different messages. As a result, a person can seedifferent messages when manipulating a gamification device, to createthe appearance that the customizable display system 404 is actuallymoving within the gamification device as the person manipulates thegamification device. A gamification device integrated with thecustomizable display system 404 can be an applicable mobile device fordisplaying messages or indicia to a person. For example, thegamification device can include a smartphone upon which the customizabledisplay system is operated.

In a specific implementation, the customizable display system 404functions to display messages or indicia using content data. Contentdata includes applicable data for use by the customizable display system404 to display associated content for consumption by a person. Forexample, content data can indicate what content to reproduce and how toreproduce the content. Content data can include data used by thecustomizable display system 404 to reproduce a phrase. Content data canalso include data used by the customizable display system 404 toreproduce an image. Additionally, content data can include data used bythe customizable display system 404 to reproduce a sound.

In a specific implementation, the customizable display system 404functions to display messages or indicia based on interaction data.Interaction data includes applicable data signifying interaction by aperson (or artificial agent of a person) with the customizable displaysystem 404 or a gamification device integrated with the customizabledisplay system 404. For example, interaction data can include dataindicating certain sounds made by a person in interacting with agamification device. In another example, interaction data can includedata indicating how a person has physically manipulated a gamificationdevice. In displaying message or indicia based on interaction data, thecustomizable display system 404 can receive presentation instructionsaccording to the interaction data, and subsequently display contentaccording to the presentation instructions. For example, if interactiondata indicates a person has moved the customizable display system 404,then the customizable display system 404 can receive presentationinstructions indicating to display a new message and subsequentlydisplay the new message.

In a specific implementation, the customizable display system 404functions to display messages or indicia based on content presentationrules. Content presentation rules include applicable rules for managingreproduction of content through the customizable display system 404. Forexample, content presentation rules can specify messages or indicia todisplay, whether to display the messages or indicia pseudo-randomly,conditions for displaying messages or indicia, and sounds to reproduce,e.g. when specific messages or indicia are displayed in response tointeraction with a gamification device. For example, contentpresentation rules can specify to display a specific message when aperson moves or shakes a gamification device, including the customizabledisplay system 404. Reproduction of content, as used in this paper,refers to presenting content in a form in which it is capable of beingperceived by a person (or an artificial agent of a person). For example,reproduction of content can include displaying a message or playing asound.

In a specific implementation, content data specifies a list of indiciaor messages to display to a person. Additionally, content presentationrules can specify rules for displaying indicia or messages within a listof indicia or messages included as part of content data. For examplecontent presentation rules can specify to display a first message if aperson shakes a gamification device, and to display a second message ifthe person (or another person) shakes the gamification device againwithin thirty seconds of first shaking the gamification device.

In a specific implementation, content data specifies a riddle and hintsto the riddle to present to a person. Additionally, content presentationrules can specify rules for displaying a riddle and hints to the riddleto a person. For example, content presentation rules can specify todisplay a hint to a riddle if a person fails to interact with agamification device for a certain amount of time after being displayedthe riddle. In another example content presentation rules can specify todisplay a hint to a riddle if a person moves or shakes a gamificationdevice after being presented with the riddle.

In a specific implementation, content data for use in reproducingcontent can be provided, or otherwise made available to a person, inresponse to a stimulus. Example stimuli include rewards for actionstaken by a person and the purchasing of a right to use the content. Forexample, a person (or artificial agent of a person) can purchase a rightto display a list of indicia or messages, and content data andassociated content presentation rules for the list of indicia ormessages can be provided to an applicable system for managing display ofthe list of indicia or messages, such as the customizable messageprovisioning systems described in this paper.

In a specific implementation, content presentation rules includeinstructions for use in selectively displaying an advertisement to aperson (or artificial agent of a person) through the customizabledisplay system 404. In being used in selectively displayingadvertisements, as indicated by content data, content presentation rulescan specify when to display an advertisement to a person. For example,content presentation rules can specify to display an advertisement for aspecific entity, when a person is determined to be located next to astore of the entity. In another example, content presentation rules canspecify to display an advertisement pseudo-randomly, after a specificmessage or indicia is displayed to a person, or after a specific numberof messages or indicia have been displayed to a person.

In a specific implementation, content presentation rules and content isspecific to a persona of a user or otherwise associated with a personaof a user. A persona of a user is a user group a user has been or can bedivided into based on market segmentation variables. Market segmentationvariables include demographic, geographic, psychographic, behavioristicvariables. For example, values of market segmentation variables caninclude an ethnicity and an age of a user. In another example, values ofmarket segmentation variables can include activities a user likesperforming, wants to perform, or has performed. A user group users canbe segmented into can include only one user or a plurality of users. Inbeing specific to a persona of a user, content presentation rules can beapplied according to the persona of the user. For example, contentpresentation rules for users living in a region can be applied to a userif it is determined the user lives in the region. In another example,content presentation rules can specify displaying certain advertisementsto a user if the user is a male living within a certain region. Inanother example, advertisements can only be presented to users livingwithin a specific region.

In a specific implementation, content presentation rules includeinstructions for use in facilitating promotions or the giving,potentially for free, of goods or services. In facilitating promotionsor the giving of goods or services, the content presentation rules canspecify when to give a person a promotion, or give a person goods orservices. For example, the content presentation rules can specify topseudo-randomly award a free drink to a person. Further, in facilitatingpromotions or the giving of goods or services, the content presentationrules can specify to display an indicator, as represented by contentdata, of the promotion or won goods or services to a person.Additionally, the content presentation rules can specify notifying anentity or system for provisioning won goods or services to actuallyprovision the awarded goods or services. For example, contentpresentation rules can specify instructing a company to send anelectronic gift certificate to a person. Content presentation rules canset time limits on the giving of promotions, goods, or services. Forexample, content presentation rules can specify offering a person apromotion only once daily.

In a specific implementation, the customizable display system 404includes a display affixed to a window of a gamification device. Invarious implementations, the window is colored to give the appearancethe window provides a view to an interior reservoir containing a liquid.A display of the customizable display system 404 can be an applicabledigital display, such as an LED display. In various implementations, thecustomizable display system 404 is configured to use a backlight of adisplay or edge light source to cause a message displayed on the displayto gradually fade into and out of the display. The color of thebacklight or edge light source can be varied and controlled by the CPU.As a result, a person is led to feel as if there is a die encased in aliquid chamber in the device.

In a specific implementation, the customizable display system 404 isself-powering by utilizing a self-contained energy generator. Dependingupon implementation-specific or other considerations, the customizabledisplay system 404 can include a movement activated electricalgenerator. The movement activated electrical generator functionsaccording to an applicable motion charger for creating electricity as itis moved. As a result, when a person manipulates a gamification deviceincluding the customizable display system 404, electricity is generatedthat can be used to power the customizable display system 404. Furtherdepending upon implementation-specific or other considerations, thecustomizable display system includes a solar electrical generator. Asolar electrical generator functions according to an applicablegenerator for generating power using sunlight. In variousimplementations, the customizable display system 404 includes a batteryfor storing generated electricity, a thermo-electric generator, radiofrequency energy harvesting circuits to gather radio frequency energybroadcasted by devices like WiFi routers, cell phones, and AM/FM radiostations.

In a specific implementation, the customizable display system 404 isbattery powered. A battery used to power the customizable display system404 can be rechargeable or disposable. A gamification device utilizingthe customizable display system 404 can include a battery terminal thata person can utilize to couple and decouple a battery to thecustomizable display system 404.

In a specific implementation, the customizable display system 404includes a wireless interface through which the customizable displaysystem 404 can send and receive data. A wireless interface of thecustomizable display system 404 can be an applicable interface forestablishing a wireless communication channel, e.g. a Bluetooth®interface. A wireless communication channel can be used to sendinteraction data from the customizable display system 404. For example,if a person shakes the customizable display, then interaction dataindicating the person shook the customizable display system 404 can besent from the customizable display system 404 using a wirelessinterface. Further, in various implementations, the customizable displaysystem 404 can receive presentation instructions through a wirelessinterface. For example, the customizable display system 404 can receivepresentation instructions through a wireless interface indicating todisplay a specific message at the customizable display system 404.

In a specific implementation, the customizable display system 404includes an orientation sensor. An orientation sensor is configured todetermine if the customizable display system 404 or a gamificationdevice integrating the customizable display system 404 has beenmanipulated to change its orientation and subsequently to cause thecustomizable display system 404 to display a message or indicia orchange a previously displayed message or indicia to another message orindicia. For example, if the customizable display system 404 or agamification device integrating the customizable display system 404 areturned over, then the orientation sensor can sense that the orientationof the customizable display system 404 or the gamification deviceintegrating the customizable display system 404 has been changed. Anorientation sensor, included as part of the customizable display system404, can be used to generate interaction data, which can be provided toan applicable system for use in managing rendering of content at thecustomizable display system 404.

In a specific implementation, the customizable display system 404includes environmental sensors for determining environmental conditionsof the environment surrounding the customizable display system 404 or agamification device integrating the customizable display system 404.Environmental conditions, as indicated by environmental conditions data,can include environmental characteristics of an environment around thegamification device. Example environmental characteristics include,characteristics of a user operating a gamification device with theintegrated customizable display system 404, a surrounding temperature ofthe gamification device, a surrounding pressure of the gamificationdevice, a date, a time of day, and a location of a gamification devicewith the integrated customizable display system 404. For example,environmental surroundings can include electrical properties of the skinof a person in contact with a gamification device with the integratedcustomizable display system 404. In various implementations, thecustomizable display system 404 is configured to display messages orindicia according to environmental conditions detected by environmentalsensors. For example, if environmental sensors determine that asurrounding temperature has increased above a threshold value, then thecustomizable display system 404 can display the message “It is hot inhere.” In another example, if environmental sensors determine that airpollution in the surrounding area has increased above a threshold value,then the customizable display system 404 can display the message “Stayindoors.”

In a specific implementation, the customizable display system 404includes an electroacoustic transducer that converts electrical signalsinto audio sounds. An electroacoustic transducer can generate soundsaccording to content presentation rules. For example, if contentpresentation rules specify to reproduce specific sounds when a word isdisplayed through the customizable display system 404, then anelectroacoustic transducer can reproduce the specific sounds when theword is displayed. In various implementations, an electroacoustictransducer can use interaction data in reproducing sounds. Further, invarious implementations, an electroacoustic transducer can reproduce asound according to environmental conditions detected by environmentalsensors. For example, if environmental sensors determine that asurrounding temperature has increased above a threshold value, then anelectroacoustic transducer can reproduce the sound of sizzling food.

The customizable message provisioning system 406 functions to manage acustomizable display system in presenting customized messages orindicia. All or portions of the customizable message provisioning system406 can be implemented on or otherwise as part of a gamification deviceintegrated with a customizable display system. In managing acustomizable display system, the customizable message provisioningsystem 406 can communicate with the customizable display system over awired or wireless communication channel to control the display ofcustomized messages or indicia. For example, the customizable messageprovisioning system 406 can communicate with a customizable displaysystem using Bluetooth®. Additionally, the customizable messageprovisioning system 406 can be implemented as part of a nativeapplication or a web based application. For example, the customizablemessage provisioning system 406 can be a native application residing ona gamification device incorporating a customizable display system or thecustomizable display system itself.

In a specific implementation, the customizable message provisioningsystem 406 functions to maintain content data. The customizable messageprovisioning system 406 can provide maintained content data to anapplicable system for rendering content, such as the customizabledisplay systems described in this paper. The customizable messageprovisioning system 406 can maintain content data based on input receivefrom a person (or human or artificial agent of a person). For example, aperson can input a list of customized messages to display, and thecustomizable message provisioning system 406 can generate content dataindicating the list of customized messages. In another example, anadvertiser can input an advertisement to display, and the customizablemessage provisioning system 406 can generate content data indicating theadvertisement to display.

In a specific implementation, the customizable message provisioningsystem 406 functions to generate content data based on external sources.External sources can include sources related to a user or unrelated to auser. For example, external sources can include a social media profileof a user. In another example, external sources can include a searchengine. In another example, the customizable message provisioning system406 can determine from a search engine trending search terms and includethe trending search terms in content data. In various implementations,the customizable message provisioning system 406 can limit or modifyindicia or script that a person (or human or artificial agent of aperson) inputs according to either or both the size of the indicia orscript or a size of a face that will include the indicia or script. Forexample, an application can remove words from a message input by aperson to ensure that the message can fit on a display.

In a specific implementation, the customizable message provisioningsystem 406 functions to generate and send presentation instructions to acustomizable display system, for use in controlling rendering ofcontent. Presentation instructions include an instruction rendercontent, e.g. to display a customized message or indicia. For example,the customizable message provisioning system 406 can send a presentationinstruction to display a riddle at a customizable display system, andthe customizable display system can display the riddle, using contentdata indicating the riddle, in response to receiving the presentationinstruction. Presentation instructions can also include an instructionto reproduce a sound. For example, if content presentation rulesindicate to reproduce a sound of sizzling food when a temperature, asindicated by environmental conditions data, reaches above a thresholdtemperature, then the customizable message provisioning system 406 cansend a presentation instruction indicating to reproduce the sound ofsizzling food.

In a specific implementation, the customizable message provisioningsystem 406 functions to generate and send presentation instructions to acustomizable display system based on input received from a person (or ahuman or artificial agent of a person). For example, a person can inputto display a customized message, and the customizable messageprovisioning system 406 can generate and send presentation instructionsindicating to display the customized message. For example, thecustomizable message provisioning system 406 can receive input from aperson to display a message of “it is hot,” and subsequently generateand send a presentation instruction indicating to display the message“it is hot,” to an applicable system for rendering content, such as thecustomizable display systems described in this paper.

In a specific implementation, the customizable message provisioningsystem 406 functions to maintain content presentation rules forcontrolling content rendering using a customizable display system. Aspart of maintaining content presentation rules, the customizable messageprovisioning system 406 can maintain content presentation rules dataindicating content presentation rules. The customizable messageprovisioning system 406 can maintain content presentation rulesaccording to received input. For example, a person who inputs a list ofmessages to display can specify an order in which to display themessages. Additionally, the customizable message provisioning system 406can maintain content presentation rules absent instruction from a person(or a human or artificial agent of a person). For example, thecustomizable message provisioning system 406 can set a display order ofmessages in a list as pseudo-random.

In a specific implementation, the customizable message provisioningsystem 406 functions to generate and send presentation instructions to acustomizable display system according to content presentation rules. Forexample, if content presentation rules indicate to display a newspecific message when a person shakes a customizable display system or agamification device integrating the customizable display system, and theperson actually shakes the customizable display system, then thecustomizable message provisioning system 406 can send a presentationinstruction to the customizable display system indicating to present thenew specific messaged. In another example, if content presentation rulesindicate to render a sound of sizzling food when a temperate at acustomizable display system increases above a threshold temperature, andthe temperature increases above the threshold temperature, then thecustomizable message provisioning system 406 can send a presentationinstruction indicating to reproduce the sound of sizzling food at thecustomizable display system.

In a specific implementation, the customizable message provisioningsystem 406 functions to receive either or both interaction data andenvironmental conditions data. For example, the customizable messageprovisioning system 406 can receive interaction data from orientationsensors integrated as part of a customizable display system. In anotherexample, the customizable message provisioning system 406 can receiveenvironmental conditions data from environmental systems integrated aspart of a customizable display system.

In a specific implementation, the customizable message provisioningsystem 406 functions to generate and send presentation instructionsbased on either or both of received environmental conditions data andinteraction data. For example, if environmental conditions dataindicates a temperature at a customizable display system 404 has risenabove a threshold temperature, then the customizable messageprovisioning system 406 can generate presentation instructionsindicating to display a message of “It is hot in here.” In generatingand sending presentation instructions based on either or both ofreceived environmental conditions data and interaction data, thecustomizable message provisioning system 406 can generate and send thepresentation instructions according to content presentation rules. Forexample, if content presentation rules indicate to send presentationinstructions indicating to display a specific message after a personshakes a customizable display system, and interaction data indicates theperson has shook the customizable display system, then the customizablemessage provisioning system 406 can send presentation instructionsindicating to display the specific message.

In a specific implementation, the customizable message provisioningsystem 406 functions to manage rendering of content on a customizabledisplay system according to input from a primary user. For example, aprimary user can specify that only input from certain users is to befollowed when generating and sending presentation instructions. Inanother example, a primary user can specify that only input from certainusers is to be followed when maintain content presentation rules orcontent data. A primary user can include an owner of a gamificationdevice integrated with a customizable display system.

In a specific implementation, the customizable message provisioningsystem 406 functions to send data to a customizable display system thatis used to recognize the customizable message provisioning system 406.For example, the customizable message provisioning system 406 can send acode to a customizable display system that is used to recognize thecustomizable message provisioning system 406. Further in the example,the customizable display system can send an acknowledgment that the codematches a code at the customizable display system, thereby performing ahand shake like authentication. As a result, the chances of roguedevices connecting to a customizable display system and corrupting thecustomizable display system are reduced.

In an example of operation of the example system shown in FIG. 4, thecustomizable display system 404 receives content data and for use incontrolling display of customized messages at the customizable displaysystem 404. In the example of operation of the example system shown inFIG. 4, the customizable message provisioning system 406 receivesinteraction data from the customizable display system 404 based oninteraction with the customizable display system 404. Further, in theexample of operation of the example system shown in FIG. 4, thecustomizable message provisioning system 406 sends presentationinstructions for controlling presentation of the customized messagesbased on the received interaction data.

FIG. 5 depicts a flowchart 500 of an example of a method for controllinga customizable display system integrated as part of a gamificationdevice. The flowchart 500 begins at module 502 where a wirelesscommunication channel is established between a customizable messageprovisioning system and a customizable display system integrated as partof a gamification device. An applicable wireless communication channelcan be established using applicable wireless interfaces, e.g. Bluetooth®interfaces.

The flowchart 500 continues to module 504, where input from a person (orartificial agent of a person) regarding interaction with thecustomizable display system is received at the message provisioningsystem. Depending upon implementation-specific or other considerations,input can be received from a plurality of people or from a singleperson, e.g. a primary user. Input can indicate messages to display,sounds to reproduce, and/or interaction control conditions fordisplaying messages or reproducing sounds.

The flowchart 500 continues to module 506, where content data andpresentation instructions are generated at the customized messageprovisioning system based on the input received at module 504. Forexample, if input indicates to display the phrase “it is hot,” when asurrounding temperature exceeds a threshold temperature, then contentdata can be created to display the phrase “it is hot,” and presentationinstructions can be generated specifying to display the phrase when thesurrounding temperature exceeds the threshold temperature.

The flowchart 500 continues to module 508, where the content data andthe presentation instructions are sent to the customizable displaysystem over the wireless communication channel. After being received atthe customizable display system, the content data and the presentationinstructions can be saved at the customizable display system for use inoperation of the customizable display system integrated as part of thegamification device.

The flowchart 500 continues to module 510, where interaction with thecustomizable display system and the gamification device is controlledaccording to the presentation rules using the content data. In variousimplementations, in controlling interaction, message or indicia can bedisplayed on a display of the customizable display system when a personchanges the orientation of the customizable display system and/or thegamification device. Further, in various implementations, in controllinginteraction, a sound can be reproduced by the customizable displaysystem when a person changes the orientation of the customizable displaysystem and/or the gamification device.

FIG. 6 depicts a diagram 600 of an example of a customizable messageprovisioning system and a customizable display system. The messageprovisioning system and the customizable display system in the examplesystem shown in FIG. 6 can functions according to the messageprovisioning systems and the customizable display systems described inthis paper. The customizable display system in the example system shownin FIG. 6 can be integrated as part of the gamification devicesdescribed in this paper.

In a specific implementation, a user utilizes an external computer 1 toinput messages, characters, symbols, and numbers that can be displayedon the device display 6. The external computer 1 can function accordingto the computer systems described in this paper. The external computer 1contains or accesses software that limits the amount of text or symbolsto ensure that the inputted characters and symbols will fit on thedisplay 6 within the device. The external computer 1 contains oraccesses software that adjusts the graphical resolution of images toensure that the images will fit on the display 6 within the device. Theexternal computer 1 can receive text, symbols, and graphics sent to itby or extracted from social media 18 services, such as Twitter® andFacebook®, e-mail 19, online data 20, such as databases of song lyrics,and user inputted or selected text, symbols, or images 21. The externalcomputer 1 can automatically extract text, symbols, and graphics fromsocial media services triggered by a mention of certain names, a socialmedia viewing history, and an assessment of trending topics. Theexternal computer 1 can automatically provision and assign new labels(e.g., Twitter® hashtags) and apply them to social media services thatit extracts.

The external computer 1 can connect to an online marketplace where auser can upload text, symbols, or images suitable for display on thedevice. At the online marketplace, the user can use the externalcomputer 1 to purchase text, symbols, or images suitable for permanentor temporary display on the device. At the online marketplace, the usermay choose to rent rather than purchase text, symbols, or imagessuitable for display on the device and such text, symbols, or imageswill be accompanied by an automatic deletion trigger that instructs thedevice to delete such text, symbols, or images after a certain date orafter being displayed a certain number of times.

In a specific implementation, using the external computer 1, a user isable to assign probabilities of occurrence to each set of characters orsymbols to be transmitted to the device. The software on or accessed bythe external computer 1 can ensure that the sum of the probabilitiesselected total one hundred percent. The user may also assign certainsets of characters and sounds to play when the device senses aparticular temperature range, barometric pressure range, or theelectrical properties of the skin of the person holding the device. Thedevice may automatically assign an equal probability of occurrence toeach set of characters or symbols. The device may also interpret themeaning of each set of characters or symbols to be displayed anddetermine in which contexts it should be displayed.

In a specific implementation, using the external computer 1, a user isable to upload or select a series of sounds to be played when the deviceis shaken. The user can choose these sounds from a list contained withinthe software contained within or accessed by the external computer 1, orthe user may upload sounds to the memory 8. The software canautomatically screen any uploaded sounds to ensure that they are of theproper duration and format to be played by the device.

In a specific implementation, a person activates the device by shakingit, which moves the object in the shaker 13 and develops electric powerthrough the energy harvester 11 or an external method of charging theenergy storage 12. The electricity developed in the energy harvester 11can be stored in the energy storage 12 and trickled into the CPU 7. TheCPU 7 can load an operating program from the memory 8. The CPU 7 caninstruct the input/output module 9 to listen for a signal from theexternal computer 1. The CPU 7 can communicate via the CPU interface bus16 to interface with the skin sensor 14, temperature and barometricpressure sensor 3, motion sensor 10, GPS 5, speaker 4, memory 8, displayand driver 6, input/output 9, and orientation sensor 17.

In a specific implementation, the external computer 1 transmits a uniquecode that matches a code in the device's memory 8 in order for theexternal computer 1 to be recognized by the device. If the devicerecognizes the external computer 1, then the device will transmit asignal of recognition (a handshake) through the input/output 9 back tothe external computer 1.

In a specific implementation, if the external computer 1 is recognizedby the device with a handshake, the external computer 1 transmits andthe device receives sets of characters and symbols, each of which mayhave a probability of occurrence assigned, and sounds or symbolsrepresenting a particular sound, and stores them in the memory 8. Forsound files stored in the memory 8, the external computer 1 can onlytransmit a code selecting a particular sound file, rather than transmita new sound file to the device.

In a specific implementation, a user activates the device by shaking it,which moves the object in the shaker 13 and develops electric powerthrough the energy harvester 11. The electricity developed in the energyharvester 11 can be stored in the energy storage 12 and trickled intothe CPU 7. The CPU 7 can load an operating program from the memory 8.The operating program can cause the CPU 7 to select a discrete set ofcharacters and symbols to be displayed on the display 6, which isvisible to users through the lens 2. The selection of which set ofcharacters and symbols to be displayed is driven by the probabilitiesdownloaded from the external computer 1 or through application of arandom number generator program. The power from the energy storage 12can be transmitted via the power bus 15 to the display backlight 22, CPU7, CPU interface bus 16, skin sensor 14, temperature and barometricpressure sensor 3, motion sensor 10, GPS 5, speaker 4, memory 8, displayand driver 6, input/output 9, and orientation sensor 17.

In a specific implementation, the device can show certain phrases orplay certain sounds based on the proximity of the device to certain GPScoordinates, as measured by the GPS 5 or GPS data from the Externalcomputer 1 to which it connects. The device can show certain phrases orplay certain sounds based on the temperature or barometric pressure, asmeasured by the temperature and barometric pressure sensor 3. Further,the device can show certain phrases or play certain sounds based on theelectrical properties of the skin of the person holding the device, asmeasured by the skin sensor 14.

In a specific implementation, the orientation sensor 17 is used todetermine whether new text or symbols should be displayed when thedevice is moved. If the orientation of the device (e.g., turning itupside down) changes, then the device can display new text or symbols onthe display 6.

In a specific implementation, the lens 2 is colored to give theappearance that the device is full of colored liquid. The CPU 7 can usethe display backlight 22 to enable the text/phrase/symbols/graphics togradually fade into and out of the display with a user-selected color,where such fade makes it appear that there is a die encased in a liquidchamber in the device.

In a specific implementation, the device uses the GPS sensor 5,temperature and barometric pressure sensor 3, electrical properties ofthe skin of users 14, a date and time when it is shaken and the set ofcharacters and symbols displayed and sounds played. This information isstored in the memory 8 and can be communicated to the external computer1 through the input/output module 9.

FIGS. 7A and 7B depict a diagram of a flowchart 700 of an exampleoperation of a gamification device with an integrated customizabledisplay and a customizable message provisioning system. The flowchartbegins at module 702, where a person using an external computer, phone,tablet, webpage, or the like (or artificial agent of a person) selects,types, or otherwise provides content, such as phrases, numbers, symbols,or the like for a component of a customizable display system, such as amagic ball internal die. An applicable engine for managing content to beintegrated into a customizable display system, such as the contentgathering engines described in this paper, can receive user inputregarding a selection or a providing of content to be reproduced at acustomizable display.

The flowchart 700 continues to module 704, where the person using theexternal computer, phone, tablet, webpage, or the like (or artificialagent of a person) selects a probability for a phrase, number, symbol,or other content that was selected for the gamification device with anintegrated customizable display and a customizable message provisioningsystem (e.g., a magic ball internal die). An applicable engine formanaging content to be integrated into a customizable display system,such as the content gathering engines described in this paper, canreceive user input regarding probabilities content will be provided inuse. The module 704 is optional because probabilities may or may not bereceived from person (or artificial agent of a person), and could bepredetermined, assigned in accordance with a function, or otherwiseselected or assigned without user input.

The flowchart 700 continues to module 706, where a person using theexternal computer, phone, tablet, webpage, or the like (or artificialagent of a person) selects or uploads sounds to be played, e.g., whenthe gamification device with an integrated customizable display and acustomizable message provisioning system is in upload mode and shaken.An applicable engine for managing content to be reproduced at acustomizable display system, such as the content gathering enginesdescribed in this paper, can receive user input regarding a selection orcontent data of sounds to be reproduced at the customizable displaysystem reproducing content. Depending upon implementation- orconfiguration-specific parameters, sound can be pre-cached on thegamification device with an integrated customizable display and acustomizable message provisioning system or downloaded to thegamification device with an integrated customizable display and acustomizable message provisioning system. For example, content data usedto reproduce a sound can be pre-loaded on the gamification device orsent to the gamification device. In a specific implementation, the soundfile is limited to a certain size, length, and quality. The module 706is optional because sounds may or may not be selected by a person, andcould be predetermined, assigned in accordance with a function, orotherwise selected or assigned without user input.

The flowchart 700 continues to module 708, where the gamification devicewith an integrated customizable display and a customizable messageprovisioning system is activated in a data exchange mode. Activation inthe data exchange mode can be by shaking the device, activating adedicated data exchange mode switch, or in some other applicable manner.

The flowchart 700 continues to module 710, where authorized download tothe gamification device with an integrated customizable display and acustomizable message provisioning system occurs. In a specificimplementation, authorized download means authentication information isexchanged between the external computer, phone, tablet, webpage, or thelike and the gamification device with an integrated customizable displayand a customizable message provisioning system to ensure downloadedcontent is authorized by an appropriate party. After authentication ofthe gamification device, content data is received from the externaldevice at the gamification device and made available to the customizabledisplay, such as the customized content reproduction management systemsdescribed in this paper. Content data can be sent to the gamificationdevice by an external device over either a wired or wireless connection.The content data can include sound files or code identifying sound filescached on the gamification device, content for an integratedcustomizable display, and/or frequency assignments for content.

The flowchart 700 continues to module 712, where the gamification devicenotifies the external device when it has completed downloading thecontent data. An applicable system for managing content capable of beingreproduced at the customizable display system, such as the customizedcontent maintenance systems described in this paper, can notify anexternal device when it has completed downloading the content data.

The flowchart 700 continues to module 714, where it is determined if thegamification device is being manipulated. For example, it can bedetermined whether a person is shaking, tapping, tossing, or otherwisemoving the gamification device. Whether a person is physicallymanipulating the gamification device can be determined based on receivedinteraction data by an applicable system for determining whether theperson is physically manipulating the gamification device, such as thecustomized content reproduction management systems described in thispaper. It may be noted that certain movements of a device may not betreated as “manipulation” for the purpose of determining whether thegamification device is activated, switches to a different mode ofoperation, or the like. For example, if a gamification device is beingcarried around in a backpack, detecting movement might not be adequateto activate the device, while if the gamification device is beingcarried in hand, it might.

If it is determined the gamification device is being manipulated(714—Yes), then the flowchart 700 continues to module 716, where it isdetermined if a data exchange switch is activated. An applicable systemfor managing content capable of being reproduced at the customizabledisplay system, such as the customized content maintenance systemsdescribed in this paper, can determine if a data exchange switch isactivated. In an alternative, the data exchange switch can be replacedwith (or redundant with) a particular type of manipulation (e.g., thegamification device could listen for a keyword to activate data exchangemode, wait for the gamification device to be tapped on a hard surfacethree times in a succession, or the like).

If it is determined that the data exchange switch is activated, then theflowchart 700 returns to module 708 and continues as describedpreviously. If it is determined the data exchange switch is notactivated (716—No), then the flowchart 700 optionally continues tomodule 718, where it is determined whether to harvest power. In aspecific implementation that does not include a battery, a mechanicalshaker is implanted within the gamification device. A mechanical shakercan also be used with a battery and acts as a battery alternative (e.g.,when the battery is exhausted) or as a recharging component for arechargeable battery.

If it is determined power is to be harvested (718—Yes), then theflowchart 700 continues to module 720, where the gamification devicecharges a capacitor or battery. In a specific implementation, theharvesting of power entails utilizing a mechanical shaker. In harvestingelectrical power, either or both capacitors and batteries are charged.The flowchart 700 continues to module 722, where it is determinedwhether enough electrical power is collected to power a processor. Ifnot (722—No), then the flowchart 700 returns to module 718 and continuesas described previously. If, on the other hand, there is sufficientlypower to start a processor (722—Yes), then the flowchart 700 continuesto module 724, where a processor of the gamification device is poweredon. Alternatively, if it is determined not to harvest power (718—No),then the flowchart 700 continues to modules 726 where a motion sensorwakes the processor from a low power state and the flowchart returns tomodule 724 as described previously. Instead or in addition, theprocessor can be awakened through some other mechanism, such as abutton. A processor of the gamification device can operate at a lowpower state using electrical power supplied by a user-provided orremovable battery.

The flowchart 700 continues from module 724 to module 728, where sensorsof the gamification device are activated. For example, environmentalsensors such as GPS, atmospheric pressure sensors, motion sensors, orthe like. of the gamification device can be activated. Also, personalstate sensors can be activated, such as sensors to detect temperature ofcontacting skin, heart rate (optical or electrical), conductance ofcontacting skin, or the like.

The flowchart 700 continues to module 730, where based on readings fromthe sensors, e.g. as indicated by environmental conditions data orinteraction data, sounds are played by the customizable display system.The sounds, which can include music, are downloaded or preselectedsounds or sound choices (e.g., for sounds that are already on thegamification device). Sounds can be played by the customizable displaysystem using content data based on content presentation rules and thereadings from the sensors. An applicable engine for managingreproduction of content by the gamification device, such as the contentreproduction direction engines described in this paper, can manageplaying of sounds at the customizable display system based on readingsfrom the sensors.

The flowchart 700 continues to module 732, where the customizabledisplay system reproduces a pre-selected sound while the gamificationdevice is being shaken. The pre-selected sounds can come from arandomized or rotating list of sounds in an implementation in which thesound may be different at different times. An applicable engine formanaging reproduction of content by the customizable display system,such as the content reproduction direction engines described in thispaper, can manage reproduction of a pre-selected sound while thegamification device is being shaken.

The flowchart 700 continues to module 734, where it is determined if thesensors of the customizable display system indicate that thecustomizable display system is facing forward towards the user. Anapplicable system for managing content reproduction at the customizabledisplay system, such as the customized content reproduction managementsystems described in this paper, can determine if the customizabledisplay system is facing forwards towards the user. Whether thecustomizable display system is facing forwards towards the user can bedetermined based on interaction data received from sensors.

If it is determined a display of the customizable display system is notfacing towards a person (734—No), then the flowchart 700 returns tomodule 714 and continues as described previously. If, on the other hand,it is determined the customizable display system is not facing towards aperson (734—Yes), then the flowchart 700 continues to module 736, wherea customized message is chosen for display. The customized message canbe chosen using one or more of sensor readings, random selection, orpriority assignments (e.g., ordered, weighted probability, or the like).In a specific implementation, customized messages are chosen from a listof content items. The content items can be visual (e.g., writtenphrases, numbers, symbols, or the like), audible (e.g., spoken phrases,music, sounds, or the like), tactile (e.g., vibration, warmth,electrical shock, or the like), or a combination of these. An applicableengine for managing content reproduction at the customizable displaysystem, such as the content reproduction direction engines described inthis paper, can choose a customize message from a list of content itemsto reproduce at the customizable display system.

The flowchart 700 continues to module 738, where the customized messageis displayed at the customizable display system by fading the messageinto view. Alternatively or in addition, the customized message can beconveyed via audible or tactile stimuli. It may be noted that slowlyfading into view is an aesthetic, which could be replaced with someother display aesthetic, such as flying into view, expanding into view,or the like, and at a speed that varies by implementation andpreference. The customized message can be displayed at the customizabledisplay system using content data in response to a presentationinstruction.

The flowchart 700 continues to module 740, where it is determined if thecustomizable display system is in play. In a specific implementation,whether a gamification device is in play depends upon whether a displayis facing a person; if it can be determined a display is facing a personthe gamification device is in play and, if not, the gamification deviceis not in play. It may be noted that messages need not always be visual,so it may be desirable to instead or in addition determine whether aperson is within earshot of the gamification device. Instead or inaddition, the gamification device may use some other combination ofgamification rules and sensor readings to determine whether thegamification device is “in play,” such as by starting a timer thatcontinues to count down until the gamification device is manipulatedand, if the timer is expended, the device is treated as no longer inplay. An applicable system for managing content reproduction at thecustomizable display system, such as the customized content reproductionmanagement systems described in this paper, can determine if thecustomizable display system is facing towards the user.

If it is determined that the gamification device is not in play(740—No), then the flowchart 700 continues to module 742, where thegamification device is powered down. Powering down can include turningcompletely off, entering a sleep mode, entering low power mode, or someother not-quite-off mode. The gamification device can also step downfrom not-quite-off modes over time until it shuts down. If, on the otherhand, it is determined that the gamification device is in play(740—Yes), then the flowchart 700 continues to module 744, where it isdetermined if the gamification device includes a built-in energyharvester. For example, the gamification device could include amechanical shaker and capacitor that can build up charge by activatingthe mechanical shaker. If it is determined that the gamification deviceincludes a built-in energy harvester (744—Yes), then the flowchart 700returns to module 742 where the gamification device is powered down.After module 742, the flowchart 700 returns to module 714, where theflowchart 700 continues as described previously.

If, on the other hand, it is determined that the gamification devicedoes not include a built-in energy harvester (744—No), then theflowchart 700 continues to modules 746 and then to 748, where a specificamount of time is let to pass, e.g. thirty seconds, and the customizedmessage displayed on the customizable display system fades until it isno longer displayed. Then the flowchart 700 returns to module 714 andcontinues as described previously.

FIG. 8 depicts a diagram 800 of a solar powered customizable displaysystem integrated with a gamification device.

FIG. 9 depicts a diagram 900 of a movement activated self-poweringcustomizable display system integrated with a gamification device.

FIG. 10 depicts a diagram 1000 of a battery powered customizable displaysystem integrated with a gamification device.

FIG. 11 depicts a diagram 1100 of a customized content maintenancesystem 1102. The customized content maintenance system 1102 functions tomaintain content and associated rules for presenting such content on acustomizable display system. All or portions of the customized contentmaintenance system 1102 can be integrated as part of an applicablesystem for managing reproduction of content through a customizabledisplay system, such as the customizable message provisioning systemsdescribed in this paper. The customized content maintenance system 1102can maintain content data for use in reproducing content for a userthrough a customizable display system. Additionally, the customizedcontent maintenance system 1102 can maintain content rules for use indetermining when and how to reproduce content for a user through acustomizable display system.

The example customized content maintenance system 1102 shown in FIG. 11includes a content gathering engine 1104, a content datastore 1106, acontent access rights management engine 1108, a content access rightsdatastore 1110, a content presentation rules maintenance engine 1112, acontent presentation rules datastore 1114, a persona mapping engine1116, a user persona datastore 1118, and a content synchronizationengine 1120. The content gathering engine 1104 functions to gathercontent for reproduction to a user through a customizable displaysystem. Content gathered by the content gathering engine 1104 caninclude customized messages, indicia, or sounds. For example, thecontent gathering engine 1104 can generate a list of customized messagescapable of being displayed on a customizable display system. Ingathering content for reproduction to a user through a customizabledisplay system, the content gathering engine 1104 can maintain contentdata. For example, the content gathering engine 1104 can generatecontent data used to reproduce a message or indicia at a customizabledisplay system.

In a specific implementation, the content gathering engine 1104functions to gather content based on input from users. For example, aprimary user can provide to the content gathering engine 1104 a list ofmessages to display on a customizable display system, and the contentgathering engine 1104 can generate content data including the list ofmessages, for use in reproducing the messages at the customizabledisplay system. In utilizing users to gather content, the contentgathering engine 1104 can function to crowd source the generation ofcontent for reproduction by a customizable display system. For example,the content gathering engine 1104 can gather messages to display from aplurality of users and subsequently create a list of the messages forpotential display on a customizable display system.

In a specific implementation, the content gathering engine 1104functions to gather content from external sources. External sources caninclude sources related to a user or unrelated to a user. For example,external sources can include a social media profile of a user. Inanother example, external sources can include a search engine. In usinga search engine to gather content, the content gathering engine 1104 candetermine from the search engine trending search terms and generatecontent to include the trending search terms.

In a specific implementation, the content gathering engine 1104functions to modify gathered content for reproduction by a customizabledisplay system. In modifying gathered content, the content gatheringengine 1104 can limit or modify indicia or script according to either orboth the size of the indicia or script or a size of a face that willinclude the indicia or script. For example, the content gathering engine1104 can remove words from a message input by a user to ensure that themessage can fit on a display. Additionally, in modifying gatheredcontent, the content gathering engine 1104 can remove indicia or wordsfrom gathered content. For example, the content gathering engine 1104can remove offensive language from gathered content.

In a specific implementation, the content gathering engine 1104functions to gather content from an applicable source for managingadvertising, promotion, or giving away of products or services. Forexample, the content gathering engine 1104 can gather content data of adigital marketing firm managing advertisements for an entity providinggoods or services. In another example, the content gathering engine 1104can gather content indicating an offered promotion for a good orservice, from an entity offering the good or service.

The content datastore 1106 functions to store content data. Content datastored in the content datastore 1106 can be maintained by an applicableengine for gathering content to be displayed at a customizable displaysystem, such as the content gathering engines described in this paper.Additionally, content data stored in the content datastore 1106 can beprovided to a customizable display system can be provided to thecustomizable display system for use in reproducing content for users,e.g. in response to presentation instructions. Further, content datastored in the content datastore 1106 can be associated with userpersonas. Specifically, content data can be associated with either orboth specific user personas and specific users who have been mapped touser personas. For example content data can indicate specific contentshould be reproduced for users who live within a certain region.

The content access rights management engine 1108 functions to manageaccess rights to content capable of being reproduced through acustomizable display system. In managing access rights to content, thecontent access rights management engine 1108 can generate or updatecontent access rights data to indicate specific content a user has aright to perceive. For example, if a user has gained the right to have alist of messages displayed at a customizable display system utilized bythe user, then the content access rights management engine 1108 canupdate content access rights data to indicate the user has a right tohave the messages within the list displayed at the customizable displaysystem.

In a specific implementation, the content access rights managementengine 1108 functions to grant access rights to content capable of beingreproduced through a customizable display system. In granting accessrights to content, the content access rights management engine 1108 cansell the access rights to a user. For example, the content access rightsmanagement engine 1108 can sell to a user a right to have messageswithin a list of messages displayed at a customizable display systemowned or otherwise operated by the user. Further, in granting accessright to content, the content access rights management engine 1108 canreward the access rights to a user. For example, the content accessrights management engine 1108 can reward to a user a right to havemessages within a list of messages displayed at a customizable displaysystem owned or otherwise operate by the user.

The content access rights datastore 1110 functions to store contentaccess rights data. Content access rights data indicates users accessrights to content capable of being reproduced through a customizabledisplay system. For example, content access rights data can be updatedto indicate a user has a right to reproduce specific content through acustomizable display system owned or operated by a user. Content accessrights data stored in the content access rights datastore 1110 can bemaintained by an applicable engine for managing access rights to contentcapable of being reproduced through a customizable display system, suchas the content access rights management engines described in this paper.

The content presentation rules maintenance engine 1112 functions tomaintain content presentation rules for controlling reproduction ofcontent through a customizable display system. In maintaining contentpresentation rules, the content presentation rules maintenance engine1112 can generate or update content presentation rules data indicatingcontent presentation rules. The content presentation rules maintenanceengine 1112 can maintain content presentation rules absent input from auser or a controlling authority. For example, the content presentationrules maintenance engine 1112 can set a pseudo-random display order, asincluded as part of content presentation rules, for a display order in alist of messages.

In a specific implementation, the content presentation rules maintenanceengine 1112 functions to maintain content presentation rules accordingto input received from a user. For example a user can provide to thecontent presentation rules maintenance engine 1112 specify a displayorder for messages in a provided list of customized messages capable ofbeing displayed at a customizable display system. Further in theexample, the content presentation rules maintenance engine 1112 cangenerate content presentation rules for the list of customized messagesspecifying to display the messages in the display order specified by theuser.

In a specific implementation, the content presentation rules maintenanceengine 1112 functions to maintain content presentation rules accordingto input received from an applicable source for managing advertising,promotion, or giving away of products or services. For example, thecontent presentation rules maintenance engine 1112 can generate contentpresentation rules specifying to present an advertisement of a productthrough a customizable display system at least once a day. In anotherexample, the content presentation rules maintenance engine 1112 cangenerate content presentation rules specifying to give away a product toa user of a plurality of users within a specific region only once a day,e.g. by notifying the user utilizing a customizable display system.

In a specific implementation, the content presentation rules maintenanceengine 1112 functions to associate content presentation rules with userpersonas. In associating content presentation rules with user personas,the content presentation rules maintenance engine 1112 can specify whichcontent presentation rules to use for specific personas of users of acustomizable display system. For example, if a user persona indicates auser lives within a specific region, then the content presentation rulesmaintenance engine 1112 can specify using content presentation rules fordisplaying advertisements of restaurants within the specific region tothe user. In another example, if a user persona indicates a user is amale between the ages of twenty and twenty-five, can specify usingcontent presentation rules that lead to display of advertisements at afaster rate than a normal rate.

The content presentation rules datastore 1114 functions to store contentpresentation rules data. Content presentation rules data stored in thecontent presentation rules datastore 1114 specifies content presentationrules used in controlling the reproduction of content at a customizabledisplay system. Content presentation rules data stored in the contentpresentation rules datastore 1114 can be maintained by an applicableengine for maintaining content presentation rules used in controllingthe reproduction of content at a customizable display system, such asthe content presentation rules maintenance engines described in thispaper. Content presentation rules data stored in the contentpresentation rules datastore 1114 can specify content presentation rulesassociated with a user persona. For example, content presentation rulesindicated by data stored in the content presentation rules datastore1114 can specify rules to use in reproducing content on a customizabledisplay system to a user within a specific age range.

The persona mapping engine 1116 functions to map a user of acustomizable display system to a persona. In mapping a user to apersona, the persona mapping engine 1116 can use information gatheredfrom a customizable display system or a gamification device implementingthe customizable display system. For example, if a user in utilizing acustomizable display system or a gamification implementing thecustomizable display system is within a specific region, then thepersona mapping engine 1116 can map the user to a persona defined toinclude people within the specific region. Additionally, in mapping auser to a persona, the persona mapping engine 1116 can use informationgathered from an applicable information system, e.g. a social network ofa user. For example, if a social network of a user indicates a userlikes a music band popular within a specific age group of people, thenthe persona mapping engine 1116 can map the user to a persona defined toinclude people within the specific age group.

The user persona datastore 1118 functions to store user persona data.User persona data indicates specific users and personas to which theyhave been matched. User persona data stored in the user personadatastore 1118 can indicate a plurality of personas to which a user hasbeen mapped. User persona data stored in the user persona datastore 1118can be maintained by an applicable system for mapping users to personasfor purposes of a managing reproduction of content to the users at acustomizable display system, such as the persona mapping enginesdescribed in this paper.

The content synchronization engine 1120 functions to synchronize one oran applicable combination of content data, content access rights data,and content presentation rules data with an applicable external device.An example external device can include an applicable client device, e.g.a smartphone, or another gamification device integrated with acustomizable display system. In synchronizing an applicable externaldevice, the content synchronization engine 1120 can pair, using awireless connection, the applicable external device with a gamificationdevice integrated with a customizable display system. Additionally, insynchronizing with an applicable external device, the contentsynchronization engine 1120 can receive one or an applicable combinationof content data, content access rights data, and content presentationrules data from an applicable external device. For example, the contentsynchronization engine 1120 can be used to wirelessly receive contentdata from another gamification device integrated with a customizabledisplay. Additionally, in synchronization with an applicable externaldevice, the content synchronization engine 1120 can send one or anapplicable combination of content data, content access rights data, andcontent presentation rules data to an applicable external device. Forexample, the content synchronization engine 1120 can be used towirelessly transmit content data to another gamification deviceintegrated with a customizable display.

In an example of operation of the example customized content maintenancesystem 1102 shown in FIG. 11, the content gathering engine 1104 gatherscontent that can be reproduced at a customizable display systemintegrated as part of a gamification device. In the example of operationof the example system shown in FIG. 11, the content datastore 1106stores content data indicating the content gathered by the contentgathering engine 1104. Additionally, in the example of operation of theexample system shown in FIG. 11, the content access rights managementengine 1108 maintains access rights for users of the customizabledisplay system to have the content reproduced through the customizabledisplay system. In the example, operation of the example system shown inFIG. 11, the content access rights datastore 1110 stores contents accessrights data indicating the access rights for the users of thecustomizable display system. Further, in the example of operation of theexample system shown in FIG. 11, the content presentation rulesmaintenance engine 1112 maintains content presentation rules, asindicated by content presentation rules data stored in the contentpresentation rules datastore 1114, for use in controlling reproductionof content at the customizable display system.

FIG. 12 depicts a diagram 1200 of an example of a customized contentreproduction management system 1202. The customized content reproductionmanagement system 1202 functions to manage reproduction of contentthrough a customizable display system. All or portions of the customizedcontent reproduction management system 1202 can be integrated as part ofan applicable system for managing reproduction of content through acustomizable display system, such as the customizable messageprovisioning systems described in this paper. In managing reproductionof content through a customizable display system, the customized contentreproduction management system 1202 can send content data to thecustomizable display system for use by the display system in reproducingcontent, e.g. customized messages or indicia. Additionally, in managingreproduction of content through a customizable display system, thecustomized content reproduction management system 1202 can instruct acustomizable display system to reproduce content by sending presentationinstructions to the display system.

In a specific implementation, the customized content reproductionmanagement system 1202 functions to receive either or both interactiondata and environmental conditions data. The customized contentreproduction management system 1202 can used either or both receivedinteraction data and environmental conditions data to controlreproduction of content at a customizable display system. For example,if received interaction data indicates a user has changed orientation ofa customizable display system or a gamification device integrated with acustomizable display system and content presentation rules dictatedisplaying a new message from a list of messages when the orientation ofthe customizable display system or the gamification device is changed bya user, then the customized content reproduction management system 1202can cause the display system to reproduce the new message.

The example customized content reproduction management system 1202 shownin FIG. 12 includes a content furnishing engine 1204, a contentdatastore 1206, a user persona datastore 1208, a content access rightsdatastore 1210, a content presentation rules datastore 1212, a contentreproduction direction engine 1214, a content reproduction analyticsengine 1216, and a content reproduction analytics datastore 1218. Thecontent furnishing engine 1204 functions to provide content data to acustomizable display system. Content data provided by the contentfurnishing engine 1204 to the customizable display system is used by thecustomizable display system to reproduce the content at the customizabledisplay system. All content data provided by the content furnishingengine 1204 to a customizable display system does not necessarily haveto be used by the customizable display system in reproducing content.For example, the content furnishing engine 1204 can provide to acustomizable display system content data for use in reproducing aplurality of customized messages within a list, while the customizabledisplay system might only reproduce a subset of the plurality ofcustomized messages within the list.

In a specific implementation, the content furnishing engine 1204functions to selectively provide content data to a customizable displaysystem. In selectively providing content data to a customizable displaysystem, the content furnishing engine 1204 can select specific contentdata to provide to a customizable display system, and subsequentlyprovide the selected specific content data to the customizable displaysystem. The content furnishing engine 1204 can selectively providecontent data to a customizable display system based on user input. Forexample a user of a customizable display system can specify they want todisplay customized messages, e.g. messages made by the user, in a listat the customizable display system, and the content furnishing engine1204 can provide content data used to reproduce the customized messagesto the customizable display system. Additionally, the content furnishingengine 1204 can select content to provide to a customizable displaysystem based on a persona to which a user associated with thecustomizable display system has been mapped. For example, if specificcontent is associated with males between the ages of twenty andtwenty-five and a user of a customizable display system is a malebetween the ages of twenty and twenty-five, then the content furnishingengine can select and subsequently provide the specific content to thecustomizable display system.

In a specific implementation, the content furnishing engine 1204functions to select content to provide to a customizable display systembased on content access rights. The content furnishing engine 1204 canselect content data to provide to a customizable display system based onwhether a user associated with the customizable display system hasaccess rights to the content represented by the content data. Forexample, if a user has access rights to content, then the contentfurnishing engine 1204 can provide content data used in reproducing thecontent to a customizable display system. The content furnishing engine1204 can provide content data to a customizable display system as soonas a user associated with the customizable display system gains accessrights to content indicated by the content data. Alternatively, thecontent furnishing engine 1204 can provide content data to acustomizable display system as the customizable display system requestsaccess to content corresponding to the content data, for which a userassociated with the customizable display system has gained accessrights.

The content datastore 1206 functions according to an applicabledatastore for storing content data, such as the content datastoresdescribed in this paper. Content data stored in the content datastore1206 can be used by a customizable display system to reproduce contentfor a user. Additionally, content data stored in the content datastore1206 can include personas associated with specific content. Personasassociated with specific content, as indicated by content data stored inthe content datastore 1206 can be used to selectively provide contentdata to customizable display systems, for use in reproducing content bythe display systems.

The user persona datastore 1208 functions according to an applicabledatastore for storing user persona data indicating personas to whichspecific users have been mapped, such as the user persona datastoresdescribed in this paper. User persona data stored in the user personadatastore 1208 can be maintained by an applicable engine for mappingusers to personas according to market segmentation variables, such asthe persona mapping engines described in this paper. Additionally, userpersona data stored in the user persona datastore 1208 can be used toselectively provide content data to a customizable display system. Forexample, if specific content represented by specific content data isassociated with a specific persona and a user of a customizable displaysystem has been mapped to the specific persona, as indicated by userpersona data stored in the user persona datastore 1208, then thespecific content data can be provided to the display system based on themapping.

The content access rights datastore 1210 functions according to anapplicable datastore for storing content access rights data used incontrolling reproduction of content at a customizable display system,such as the content access rights datastores described in this paper.Content access rights data stored in the content access rights datastore1210 can be used to selectively provide content data to a customizabledisplay system for reproduction by the display system. For example, onlycontent data of content to which a user associated with a customizabledisplay system has access rights, as indicated by content access rightsdata stored in the content access rights datastore 1210, can be providedto the customizable display system. Additionally, content access rightsdata stored in the content access rights datastore 1210 can be used tocontrol reproduction of content at a customizable display system.Content access rights data stored in the content access rights datastore1210 can be maintained by an applicable engine for maintaining contentaccess rights used in reproducing content at a customizable displaysystem, such as the content access rights management engines describedin this paper.

The content presentation rules datastore 1212 functions according to anapplicable datastore for storing content presentation rules dataindicating content presentation rules for controlling reproduction ofcontent at a customizable display system, such as the contentpresentation rules datastores described in this paper. The contentpresentation rules datastore 1212 can store content presentation rulesdata generated based on input by an applicable entity for controllingcontent presentation rules. For example, the content presentation rulesdatastore 1212 can store content presentation rules data generated basedon input received from an entity responsible for managing advertisementsof products. In another example, the content presentation rulesdatastore 1212 can store content presentation rules data generated basedon input received from a user or entity who created content capable ofbeing reproduced at a customizable display system. Content presentationrules data stored in the content presentation rules datastore 1212 canbe maintained by an applicable engine for maintaining contentpresentation rules for controlling reproduction of content at acustomizable display system, such as the content presentation rulesmaintenance engines described in this paper.

The content reproduction direction engine 1214 functions to controlreproduction of content at a customizable display system. In controllingreproduction of content, the content reproduction direction engine 1214can generate and provide presentation instructions to a customizabledisplay system, for use by the customizable display system to reproducecontent using content data. For example, the content reproductiondirection engine 1214 can send to a customizable display system apresentation instruction indicating a specific message to display, andthe customizable display system can display the specific message inresponse to the presentation instruction. Additionally, in controllingreproduction of content, the content reproduction direction engine 1214can select content for a customizable display system to reproduce. Forexample, the content reproduction direction engine 1214 canpseudo-randomly select a customized message from a list of customizedmessages to be displayed at a customizable display system.

In a specific implementation, the content reproduction direction engine1214 functions to control reproduction of content according to contentpresentation rules. For example if content presentation rules specify aspecific starting message to display from a list of messages, then thecontent reproduction direction engine 1214 can generate and send apresentation instruction to a customizable display system indicating todisplay the specific starting message. Further in the example, ifcontent presentation rules specify to pseudo-randomly select a nextmessage from the list of messages to display, then the contentreproduction direction engine 1214 can select a next message from thelist pseudo-randomly and subsequently generate and send presentationinstructions specifying to display the next message. In controllingreproduction of content according to content presentation rules, thecontent reproduction direction engine 1214 can control reproduction ofadvertisements at a customizable display. For example, if contentpresentation rules specify to display an advertisement after every fourmessages are reproduced, then the content reproduction direction engine1214 can generate and send a presentation instruction to a customizabledisplay system indicating to display a specific advertisement.

In a specific implementation, the content reproduction direction engine1214 functions to control reproduction of content at a customizabledisplay system based on user personas. In controlling reproduction ofcontent based on user personas, the content reproduction directionengine 1214 can select content presentation rules to use in controllingreproduction of content at a customizable display system based on userpersonas of users associated with the customizable display system. Forexample, if a user of a customizable display system is a 30 year oldmale, then the content reproduction direction engine 1214 can utilizecontent presentation rules specifically associated with a personaincluding 30 year old males in controlling the reproduction of contentat the customizable display system.

In a specific implementation, the content reproduction direction engine1214 functions to control reproduction of content at a customizabledisplay system based on either or both received interaction data andenvironmental conditions data. The content reproduction direction engine1214 can use content presentation rules in controlling reproduction ofcontent at a customizable display system based on either or bothreceived interaction data and environmental conditions data. Forexample, if interaction data indicates a user has changed an orientationof a customizable display system or a gamification device integratingthe system, e.g. shaken the gamification device, and contentpresentation rules indicate to display a new message in response to achanges of orientation of the customizable display system or deviceintegrated it, then the content reproduction direction engine 1214 cancause the new message to be reproduced by the customizable displaysystem. In another example, if environmental conditions data indicates atemperate at a gamification device integrating a customizable displaysystem has risen to a certain temperature above a threshold temperature,and content presentation rules specify to display the message “It ishot” if the temperature at the gamification device rises above thethreshold temperature, then the content reproduction direction engine1214 can cause the customizable display system to display the message“It is hot.”

The content reproduction analytics engine 1216 functions to maintaincontent reproduction analytics of a customizable display system inreproducing content. Content reproduction analytics is represented bycontent analytics data and includes applicable data related toreproduction of content at a customizable display system. For example,content analytics can include what content is actually reproduced at acustomizable display system, times at which content is reproduced, whatcontent is not reproduced, what content is not selected for potentiallybeing reproduced at a customizable display system, how often content isreproduced, user interactions with a customizable display system or agamification device integrated with a customizable display system, andenvironmental conditions at a customizable display system or agamification device integrated with a customizable display system.Content reproduction analytics can be used to match people, e.g. througha social network platform. For example, if content reproductionanalytics show two users react similarly in interacting with agamification device integrating a customizable display system, then thetwo users can be matched or otherwise notified of their sharedinteractions.

The content reproduction analytics datastore 1218 functions to storecontent reproduction analytics data indicating content reproductionanalytics of a customizable display system in reproducing content.Content reproduction analytics data stored in the content reproductionanalytics datastore 1218 can be maintained by an applicable engine formaintaining content reproduction analytics of a customizable displaysystem in reproducing content, such as the content reproductionanalytics engines described in this paper. Content reproductionanalytics data stored in the content reproduction analytics datastore1218 can be used by an applicable entity to view content reproductionanalytics of reproduction of content at a customizable display system.For example, an entity can view a number of times their advertisementswere displayed to users through customizable display systems usingcontent reproduction analytics data stored in the content reproductionanalytics datastore 1218.

In an example of operation of the example system shown in FIG. 12, thecontent datastore 1206 functions to store content data of contentcapable of being reproduced at a customizable display system integratedas part of a gamification device. In the example of operation, the userpersona datastore 1208 stores user persona data indicating a persona towhich a user of the gamification device is mapped. Further, in theexample of operation, the content furnishing engine 1204 selectivelyprovides content data stored in the content datastore 1206 based on thepersona to which the user of the gamification device is mapped. In theexample of operation, the content presentation rules datastore 1212stores content presentation rules for controlling reproduction ofcontent by the customizable display system using the content data.Additionally, in the example of operation, the customized contentreproduction management system 1202 receives interaction data indicatinghow a user has manipulated the gamification device. In the example ofoperation, the content reproduction direction engine 1214 controls thereproduction of content at the customizable display system based on howthe user has manipulated the gamification device and according to thecontent presentation rules.

FIG. 13 depicts a flowchart 1300 of an example of a method forreproducing content at a customizable display system integrated as partof a gamification device based on user interaction with the gamificationdevice. The flowchart 1300 begins at module 1302, where content data isprovided to a customizable display system integrated as part of agamification device. Content data can be provided to a customizabledisplay system integrated as part of a gamification device by anapplicable engine for provisioning content data, such as the contentfurnishing engines described in this paper. Content data can be providedto a customizable display system based on whether a user associated withthe customizable display system has access rights to content.Additionally, content data can be provided to a customizable displaysystem based on whether a user person to which a user associated withthe customizable display system is mapped.

The flowchart 1300 continues to module 1304, where interaction dataindicating how a user interacted with the gamification device isreceived. Interaction data can be received by an applicable system formanaging reproduction of content at the customizable display system,such as the customized content reproduction management systems describedin this paper. Additionally interaction data can be generated by anapplicable sensor or system for detecting user interaction with thegamification device. For example, interaction data can be generated byand received from an orientation sensor integrated as part of thecustomizable display system and the gamification device.

The flowchart 1300 continues to module 1306, where it is determinedwhether to reproduce content using the customizable display system basedon the interaction data according to content presentation rules. Anapplicable engine for managing reproduction of content on a customizabledisplay system, such as the content reproduction direction enginesdescribed in this paper, can determine whether to reproduce contentusing the customizable display system based on the interaction dataaccording to content presentation rules. For example, if interactiondata indicates a user has shaken the gamification device, and contentpresentation rules specify reproducing new content at the customizabledisplay system if it is determined that a user has shaken thegamification device, then it can be determined to reproduce the newcontent at the customizable display system.

The flowchart 1300 continues to module 1308, where specific content toreproduce is selected, if it determined to reproduce content using thecustomizable display system. An applicable engine for managingreproduction of content on a customizable display system, such as thecontent reproduction direction engines described in this paper, canselect specific content to reproduce if it is determined to reproducecontent using the customizable display system. For example, if it isdetermined to switch a customized message on the customizable displaysystem based on the user's actions in shaking the gamification device,then a new customized message can be selected for display at thecustomizable display system. Specific content to reproduce at thecontent display system can be determined based on one or an applicablecombination of content access rights, content presentation rules, and auser persona to which the user is mapped.

The flowchart 1300 continues to module 1310, where a presentationinstruction indicating to reproduce the specific content using thecontent data is provided to the customizable display system. Thecustomizable display system can subsequently reproduce the specificcontent using the content data in response to receiving the presentationinstruction indicating to reproduce the specific content. An applicableengine for managing reproduction of content on a customizable displaysystem, such as the content reproduction direction engines described inthis paper, can provide a presentation instruction indicating toreproduce the specific content to the customizable display system. Apresentation instruction can be provided in response to a determinationto reproduce content using the customizable display system based on theinteraction data according to content presentation rules.

FIG. 14 depicts a flowchart 1400 of an example of a method forreproducing content at a customizable display system integrated as partof a gamification device based on environmental conditions at thegamification device. The flowchart 1400 begins at module 1402, wherecontent data is provided to a customizable display system integrated aspart of a gamification device. Content data can be provided to acustomizable display system integrated as part of a gamification deviceby an applicable engine for provisioning content data, such as thecontent furnishing engines described in this paper. Content data can beprovided to a customizable display system based on whether a userassociated with the customizable display system has access rights tocontent. Additionally, content data can be provided to a customizabledisplay system based on whether a user person to which a user associatedwith the customizable display system is mapped.

The flowchart 1400 continues to module 1404, where environmentalconditions data indicating conditions of an environment at thegamification device is received. Environmental conditions data can bereceived by an applicable system for managing reproduction of content atthe customizable display system, such as the customized contentreproduction management systems described in this paper. Additionallyenvironmental conditions data can be generated by an applicable sensoror system for detecting environmental conditions at the gamificationdevice. For example, environmental conditions data can be generated byand received from a temperature sensor integrated as part of thecustomizable display system and the gamification device.

The flowchart 1400 continues to module 1406, where it is determinedwhether to reproduce content using the customizable display system basedon the environmental conditions data according to content presentationrules. An applicable engine for managing reproduction of content on acustomizable display system, such as the content reproduction directionengines described in this paper, can determine whether to reproducecontent using the customizable display system based on the environmentalconditions data according to content presentation rules. For example, ifenvironmental conditions data indicates a specific temperature at thegamification device greater than a threshold temperature, and contentpresentation rules specify reproducing a new message at the customizabledisplay system if it is determined that a temperature at thegamification device is greater than the threshold temperate, then it canbe determined to reproduce a new message at the customizable displaysystem.

The flowchart 1400 continues to module 1408, where specific content toreproduce is selected, if it determined to reproduce content using thecustomizable display system. An applicable engine for managingreproduction of content on a customizable display system, such as thecontent reproduction direction engines described in this paper, canselect specific content to reproduce if it is determined to reproducecontent using the customizable display system. For example, if it isdetermined to switch a customized message on the customizable displaysystem based on the user's actions in shaking the gamification device,then a new customized message can be selected for display at thecustomizable display system. Specific content to reproduce at thecontent display system can be determined based on one or an applicablecombination of content access rights, content presentation rules, and auser persona to which the user is mapped.

The flowchart 1400 continues to module 1410, where a presentationinstruction indicating to reproduce the specific content using thecontent data is provided to the customizable display system. Thecustomizable display system can subsequently reproduce the specificcontent using the content data in response to receiving the presentationinstruction indicating to reproduce the specific content. An applicableengine for managing reproduction of content on a customizable displaysystem, such as the content reproduction direction engines described inthis paper, can provide a presentation instruction indicating toreproduce the specific content to the customizable display system. Apresentation instruction can be provided in response to a determinationto reproduce content using the customizable display system based on theenvironmental conditions data according to content presentation rules.

FIG. 15 depicts a flowchart 1500 of an example of a method ofreproducing content on a customizable display system according to userpersonas. The flowchart 1500 begins at module 1502, where a user of acustomizable display system integrated as part of a gamification deviceis mapped to a user persona. An applicable engine for mapping a user toa persona, such as the persona mapping engines described in this paper,can map a user of a customizable display system integrated as part ofgamification device to a user persona. A user of a customizable displaysystem integrated as part of gamification device can be mapped to a userpersona based on market segmentation variables. For example if a user isa male between the ages of twenty and twenty-five living within aspecific region, then the user can be mapped to a user persona includingmales between the ages of twenty and twenty-five living within thespecific region.

The flowchart 1500 continues to module 1504, where the user persona isutilized to manage reproduction of content at the customizable displaysystem. In utilizing the user persona to manage reproduction of contentat the customizable display system, content data can be selectivelyprovided to the customizable display system based on the user persona.For example, if specific content reproduced by specific content data isassociated with a specific user persona and a user of the customizabledisplay system is mapped to the specific user persona, then the specificcontent data can be provided to the customizable display system.Additionally, in utilizing the user persona to manage reproduction ofcontent at the customizable display system, content presentation rulesspecific to the user persona can be applied in managing reproduction ofcontent at the customizable display system. For example, if a user ofthe customizable display system is mapped to a user persona includingmales within the ages of twenty to twenty-five, then contentpresentation rules for controlling reproduction of content specific tomales between the ages of twenty and twenty-five can be used in managingreproduction of content at the customizable display system.

FIG. 16 depicts a diagram 1600 of an example of a wirelessstate-maintaining social device network. The diagram 1600 includes acomputer-readable medium 1602, a wireless state-maintaining socialdevice 1604-1 and a wireless state-maintaining social device 1604-2 to awireless state-maintaining social device 1604-n (collectively, the awireless state-maintaining social devices 1604) coupled to thecomputer-readable medium 1602, a social device state datastore 1606coupled to the computer-readable medium 1602, a player profile datastore1608 coupled to the computer-readable medium 1602, a gamification rulesdatastore 1610 coupled to the computer-readable medium 1602, agamification state datastore 1612 coupled to the computer-readablemedium 1602, and a gamification engine 1620 coupled to thecomputer-readable medium 1602.

The wireless state-maintaining social devices 1604 are intended torepresent devices such as were described by way of example withreference to FIGS. 1-15. The wireless state-maintaining social devices1604 include a display engine 1614, a proximate device interface engine1616, and a sensor suite 1618. The display engine 1614 can include anLCD display, a haptic feedback engine, a speaker, or some othermechanism for providing a stimulus detectable by a player (or human orartificial agent of a player). The proximate device interface engine1616 represents an interface for communicating with a proximatesmartphone or other device with which a game or a tokenized player of agame is associated. As used here, “tokenized” means some form of controlhas been passed to a player and recognized as part of game state. Thesensor suite 1618 can include sensors capable of detecting stimulisuitable for determining location, orientation, and other state of thewireless state-maintaining social devices 1604.

The gamification engine 1620 utilizes the datastores 1606-1612 tosupport an instance of a game or gamified activity, such as icebreakers, educational activities, or the like that includes the wirelessstate-maintaining social devices 1604. The gamification engine 1620 (andthe datastores 1606-1612) can be implemented on one or more of thewireless state-maintaining social devices 1604, or distributed acrossthem, or on some other device, such as a smartphone or across multipleother devices, but is provided as a distinct engine for illustrativepurposes. In a specific implementation, the wireless state-maintainingsocial devices 1604 can utilize the sensor suite 1618 to distinguishbetween when they are shaken, passed, thrown, caught, or dropped, aswell as characteristics about the various states, such as how hard,fast, or the frequency with which a device is shaken, passed, or thrown.Using Bluetooth or some other applicable short range communicationprotocol and relevant hardware, the wireless state-maintaining socialdevices 1604 can communicate with nearby devices, such as smartphones,ibeacons, wireless access points, a dedicated wrist band paired with thestate-maintaining social device, or the like to determine who has thestate-maintaining social device (e.g., tokenized player, nearest player,or the like). Alternatively or in addition, the wirelessstate-maintaining social devices 1604 can use a GPS chip to determinelocation (location is maintained as state). Other such state can includestatic state over time, flight (including parameters of flight), lightlevel, time (e.g., day/night), shake (including parameters of theshake), orientation, borrowed state (e.g., from a nearby smartphone),and ad hoc state-maintaining social device network state. These statescan be stored in the social device state datastore 1606. A user state(e.g., demographic, previously asked questions, heartbeat detected by anearby smartphone) can be stored in the player profile datastore 1608.In a specific implementation, the wireless state-maintaining socialdevices can be calibrated for a group, taking into account playerdemographics, psychographics, geographics, behavioristics, and otheraspects of a player profile found in the player profile datastore 1608.Game rules and game state can be stored in the gamification rulesdatastore 1610 and the gamification state datastore 1612, respectively.

FIG. 17 depicts a flowchart 1700 of an example of a social game(celebrity) played with one or more wireless state-maintaining socialdevices, such as the wireless state-maintaining social devices 1604described with reference to FIG. 16. In a typical celebrity game,players split up into two teams and write down 5-10 celebrities perplayer on slips of paper, which are placed in a hat. In the example ofFIG. 17, the flowchart 1700 starts at module 1702 where the wirelessstate-maintaining social devices are in an “obtain names” state that canbe correlated with the part of a typical celebrity game during whichplayers are putting names in a hat. In a specific implementation, agamification engine, such as the gamification engine 1620 described withreference to FIG. 16, picks names of celebrities with which players arelikely familiar (e.g., 10 names for a first player that are likely knownto the first player, 10 names for a second player that are likely knownto the second player, and so forth). An advantage of this approach isthe names can be added to the “hat” without spending time to explicitlyadd them. The gamification engine may or may not also weigh names infavor of those that are also likely to be known to other players. Forchildren, in lieu of a name, the gamification engine can instruct therelevant wireless state-maintaining social device to display an image ofa character the child will likely know (e.g., Mickey Mouse or Pikachu).In a specific implementation, while in an “obtain names” state, Team 1passes a first wireless state-maintaining social device, such as thewireless state-maintaining social device 1604-1 described with referenceto FIG. 16, from player to player on the team. In a specificimplementation, Team 2 passes a second wireless state-maintaining socialdevice, such as the wireless state-maintaining social device 1604-2described with reference to FIG. 16, from player to player on the team.In an alternative, players of different teams share one or more wirelessstate-maintaining social devices while in obtain names state.

The flowchart 1700 continues to decision point 1704 with determiningwhether a hat is full. The hat is full when each player has provided anumber of names as indicated in a gamification rules datastore, such asthe gamification rules datastore 1610 described with reference to FIG.16. How much flexibility there is in providing names (e.g., whether thenumber of names can be changed, different per player, or the like) isconfiguration- and/or implementation-specific. For example, playerscould enter alternative numbers of names via the gamification engine tochange the rules for an instance of a game. For simplicity, it isassumed each player enters a static number of names (say, 10) and theobtain names state only ends when all players have submitted the 10names.

If it is determined the hat is not full (1704—No), then the flowchart1700 continues to module 1706 where a name is displayed for a tokenizedplayer. When in the hands of a first player, the gamification engine,with knowledge that the first player is tokenized (e.g., is holding orotherwise in control of a wireless state-maintaining social device),consults a player profile from a player profile datastore, such as theplayer profile datastore 1608 described with reference to FIG. 16, thatis associated with the first player. The gamification engine instructs adisplay engine of the wireless state-maintaining social device todisplay a name the gamification engine has determined is reasonablylikely known to the first player that can be “put in the hat.” For youngchildren, it may be desirable to display an image instead of a name intext, which should reduce the age requirements for a game likecelebrity, for which the recommended age is 8 years old.

The flowchart 1700 continues to decision point 1708 where it isdetermined whether the wireless state-maintaining social device ismanipulated such that an add name interaction is detected. If thetokenized player wishes, the tokenized player can indicate bymanipulating the wireless state-maintaining social device such that thedisplayed name is put in the hat, which, for the sake of this example,means the tokenized player pushes a button on the state-maintainingsocial device.

If it is determined that the first wireless state-maintaining socialdevice is manipulated such that an add name interaction is detected(1708—Yes), then the flowchart 1700 continues to module 1710 withinterpreting interaction with the gamification device by the tokenizedplayer as an instruction to put the displayed name in the hat. In aspecific implementation, the gamification engine modifies a gamificationstate datastore, such as the gamification state datastore 1612 describedwith reference to FIG. 16, to include the name that was added to the hatand attributes the addition of the name to the tokenized player. In aspecific implementation, the gamification state datastore cannot includeduplicate names; the gamification engine consults the gamification statedatastore before displaying a name that is already in the gamificationstate datastore. The flowchart 1700 then returns to decision point 1704and continues as described previously.

If, on the other hand, it is determined that the wirelessstate-maintaining social device is manipulated such that an add nameinteraction is not detected (1708—No), then the flowchart 1700 continuesto decision point 1712 where it is determined whether the wirelessstate-maintaining social device is manipulated such that a skip nameinteraction is detected. If the tokenized player wishes, the tokenizedplayer can indicate by manipulating the wireless state-maintainingsocial device such that the displayed name is skipped, which, for thesake of this example, means the tokenized player shakes the gamificationdevice.

If it is determined that the wireless state-maintaining social device ismanipulated such that a skip name interaction is detected (1712—Yes),then the flowchart 1700 returns to module 1706 and continues asdescribed previously. For illustrative simplicity, it is assumed if atokenized player neither wishes to add a name nor skip a name that thegamification device is passed on to another player. Accordingly, if itis determined that the wireless state-maintaining social device ismanipulated such that a skip name interaction is not detected (1712—No),then the flowchart 1700 continues to module 1714 where a new player istokenized, then returns to decision point 1704 and continues asdescribed previously.

Alternatives for entering names into the hat exist. For example, whilean untokenized player waits for a tokenized player to finish, theuntokenized player can, if available, be entering names in a CelebrityApplication running on a smartphone such that when the wirelessstate-maintaining social device tokenizes the presently untokenizedplayer, the gamification engine can automatically upload the enterednames to the gamification state datastore. The updates to the list ofnames can be accomplished in any order, allowing a tokenized player whowants to add explicit names via a Celebrity Application to pass thewireless state-maintaining social device to a presently untokenizedplayer who is ready to upload names or wants to see suggestions on thedisplay of the wireless state-maintaining social device. It should benoted a single wireless state-maintaining social device can be passed toeach player of each team, or multiple wireless state-maintaining socialdevices can be passed around, with no particular need to limit thenumber of wireless state-maintaining social devices in use. (Indeed,every player could have their own device.) In an alternative, playerscan maintain a list of names they know and names can be selected fromthat list, parents could have names selected based upon homeworkassignments of their children, artists can be selected from a knownplaylist or watchlist, or the list can be generated in advance of orduring a game in some other applicable manner.

When it is determined the hat is full (1704—Yes) because all playershave entered the requisite number of names, the flowchart 1700 continuesto module 1716 with entering a “can pass” state for Round 1, Team 1. Ina specific implementation, the names in the hat are stored in datastructures in the gamification state datastore, along with, e.g., around one scoring indication, a round two scoring indication, a roundthree scoring indication, a round one time to guess value, a round twotime to guess value, and a round three time to guess value. Thegamification state datastore may or may not also include which playeradded and which player guessed the name. As the game progresses, thedata structure can be updated to indicate which team guessed the name(+1 point) or passed (−1 point) and the amount of time spent to reachthat disposition. It may be desirable to maintain the list of names forfuture recommendations to players who participate in the game (under theassumption once the name has been played once, they are more likely toknow the celebrity) or to not recommend the name (under the assumptionthe player might not want to play the same name more than once). Thiscan be of particular value in a trivia-guessing game because you do notwant to enable players to learn all of the answers to questions.

In a typical celebrity game, in round one, Team 2 chooses a timekeeperand a scorekeeper and Team 1 chooses a clue giver. Advantageously, bymaking use of a gamification device, the timekeeper and scorekeeper canbe eliminated and the clue giver need not keep track of a physical hat(or bag), as described here.

The flowchart 1700 continues to module 1718 where, in round one, theclue giver activates a first wireless state-maintaining social device,which displays a first name from the names put in the hat by allapplicable players. In this example, activation is assumed to mean theclue giver presses a button, but it could be shaking or some otherstimulus the first state-maintaining social device can detect. Moreover,this activation could be preceded by an explicit clue giver assignmentstep, such as by requiring a player to press a button to be designatedthe clue giver, then press the button again to display a name. Whenactivated, the gamification engine updates the gamification datastore toindicate a name has been taken from the hat (in this case, in round 1),the timer starts—making a timekeeper on Team 2 unnecessary—and the samename as is displayed on the first wireless state-maintaining socialdevice is also displayed on a second wireless state-maintaining socialdevice, making the name visible to both the clue giver (on Team 1) andone or more of the Team 2 players.

The flowchart 1700 continues to decision point 1720 where it isdetermined whether the clue giver has passed. (Note: As indicated inmodule 1716, the game state is currently “can pass.”) While in a “canpass” state, the clue giver can shake the first wirelessstate-maintaining social device to replace the first displayed name witha second displayed name, making it unnecessary for the clue giver tosearch for a hat, reach into the hat, open a piece of paper, anddecipher the handwriting of a player. Rather, without interrupting theflow of the game, the clue giver can simply shake the first wirelessstate-maintaining social device and glance down at a display of thefirst wireless state-maintaining social device.

When the sensor suite of the first wireless state-maintaining socialdevice detects stimuli sufficient for the gamification engine todetermine the clue giver intends to pass (1720—Yes), the flowchart 1700continues to module 1722 with entering a “cannot pass” game state Round1, Team 1. When entering this state, the gamification engine updates thegamification state datastore to indicate the clue giver passed. Inaccordance with the rules of celebrity, the gamification state datastoreis updated to indicate Team 1 has lost a point for passing. If thesensor suite of the first wireless state maintaining social device doesnot detect stimuli sufficient for the gamification engine to determinethe clue giver intends to pass (1720—No), if the game state is “cannotpass,” or if the last name from the hat is being displayed (under theassumption a clue giver is better off not passing because it costs apoint, whereas failing to guess the name does not cost a point) then theflowchart 1700 continues to decision point 1724 where it is determinedwhether the name has been guessed.

Once a clue has been given, the clue giver is not allowed to pass, butthe limitation may or may not be built into the game system. Forexample, although a clue giver is not allowed to pass, the game maysimply rely upon the clue giver to follow the rules and not shake thefirst wireless state-maintaining social device. Alternatively, Team 2could enforce the rule by pressing a button on the second wirelessstate-maintaining social device when a first clue is given to preventthe clue giver from being able to pass after giving a clue. As anotheralternative, the first wireless state-maintaining social device (or someother device with the capability, such as a smart phone) can listen forkey words (e.g., “first clue”) or other indicia that the clue giver hasbegun giving clues, which can be flagged by any player (e.g., players onTeam 2 could say “first clue” once the clue giver gives a clue) makingthe clue giver unable to pass after it is determined that the clue giverhas given a clue. Strictly speaking, the players can be relied upon toenforce game state even if the gamification state datastore is notupdated. For example, if a clue giver agrees not to shake the firstwireless state-maintaining social device after giving a clue, the ruleis enforced. This is similar to the rules regarding the clue giversaying part of a celebrity name or giving a name-rhyming clue, a foreignlanguage clue, or a spelling clue, which are prohibited under the usualcelebrity rules. The players simply agree not to break the rules, so itis not necessary to track when a foul occurs. However, if desired,players of Team 2 could “throw a flag” by pressing a button on thesecond wireless state-maintaining social device, which could be resolvedin a manner that is implementation-specific.

If it is determined the name has not been guessed (1724—No), then theflowchart 1700 continues to decision point 1726 where it is determinedwhether the timer has expired and returns to decision point 1724 so longas the timer has not expired (1726—No), but, when the time has expired(1726—Yes) continues to module 1728 with entering a “can pass” state forRound 1, Team 2 and the flowchart returns to module 1718 and continuesas described previously, but for Team 2 instead of Team 1. When thetimer expires (e.g., after one minute), the wireless state-maintainingsocial device will no longer display additional names. At this point,control passes to the other team and a new clue giver presses a button(starting a new timer). Round one continues, with each team attemptingto guess names before passing control back to the other team when thetimer expires, until all names in the hat have been attempted.

If, on the other hand, it is determined the name has been guessed(1724—Yes), then the flowchart 1700 continues to module 1730 where it isindicated the name has been guessed and to decision point 1732 where itis determined whether at least one name is still in the hat. When a nameis guessed, the gamification engine updates the score for the team withthe player that guessed the name. In a specific implementation, when aplayer correctly guesses the name displayed by the display engine, theclue giver tosses or otherwise passes the wireless state-maintainingsocial device to the player that guessed the name, which allows thegamification engine to determine which player guessed the name (assumingthe proximate device interface engine is capable of gathering sufficientdata to make the determination). There is generally no reason for thegame to stop or slow down if the player cannot be identified because whoguessed the name need not be tracked for scoring purposes, so simply thefact the wireless state-maintaining social device was manipulated insuch a way that the sensor suite can provide the gamification enginewith data sufficient to determine the wireless state-maintaining socialdevice was passed from one player to another can be treated assufficient reason to proceed to decision point 1732.

When it is determined there is still at least one name in the hat(1732—Yes), the flowchart 1700 returns to module 1718 and continues asdescribed previously. When the player tosses or passes the wirelessstate-maintaining social device back to the clue giver, the displayengine displays a next name. In an alternative, the player who guessedthe name could become the clue giver, which would mean as soon as thewireless state-maintaining social device state indicates the wirelessstate-maintaining social device has been passed to a new player, thedisplay engine displays a next name. Advantageously, by passing thedevice to the player that guessed the name, the game is made more activeand manual dexterity can come into play, and the enforcement of rulesbecomes more natural in the sense that a clue giver will behavedifferently when a name is guessed and when the clue giver wishes topass. If, on the other hand, it is determined there are no more names inthe hat (1732—No), then the flowchart 1700 ends. When a game ends, ascore for each team will typically be displayed, with an amount ofdetail that is implementation- and configuration-specific (e.g., fastestclue giver, most difficult name, leaderboards, or the like).

A typical celebrity game has 3 rounds, and the flowchart 1700 could beexpanded to accommodate additional rounds with modules and decisionpoints similar to those described above (see module 1716 to decisionpoint 1732). For example, following decision point 1732 the gameprogresses to round two during which the clue giver can only give asingle one-word clue for each celebrity name, but otherwise follows theflowchart 1700 from module 1716 to decision point 1732 and then to roundthree during which the clue giver cannot use any words, only actions, togive clues. The state-maintaining social device can be configured toprovide hints to participants at a rate that depends upon a playerprofile. For example, a 5-year-old can have a hint trigger more quicklythan that of an adult. An example of a hint is playing music fromFantasia when the celebrity is Walt Disney.

FIG. 18 depicts a flowchart 1800 of an example of a social game (reversecharades) played with multiple wireless state-maintaining socialdevices, such as the wireless state-maintaining social devices 1604described with reference to FIG. 16. In a typical reverse charades game,players split up into two teams and decide on a number or rounds or apoint target to win, but for this example, it is assumed there is asingle round and the team with the highest number of points wins. Oneword guessed correctly provides one point. The flowchart 1800 starts atmodule 1802 with setting endgame state. Advantageously, the number ofrounds and/or points to win can be randomized, which eliminates the needto establish endgame state in a traditional game of reverse charades,thereby speeding up play and potentially adding some unexpected rules.

The flowchart 1800 continues to module 1804 with designating a guesser.Advantageously, the gamification engine can determine which team will gofirst and which player of the team will be the guesser randomly, whichincreases speed with which the game can be played and excitement asplayers figure out who is the guesser and attempt to direct theirefforts towards the guesser.

The flowchart 1800 continues to module 1806 with setting a timer. In atypical reverse charades game, a team selects a guesser and has oneminute to guess as many words as possible and can pass once.Advantageously, a gamification engine can select a guesser automaticallyor randomly, which increases game speed, and, if desired, provides moreor less time that depends upon player profile.

The flowchart 1800 continues to module 1808 with displaying secretcontent to players, other than the guesser, on the same team as theguesser. If desired, the secret content can also be displayed on thewireless state-maintaining social devices of members of the other teamso they can be in on the secret. In a specific implementation, thesecret is only displayed on wireless state-maintaining social deviceswith a tokenized player to avoid having the secret being displayed in amanner that could result in the guesser accidentally seeing it.

The flowchart 1800 continues to module 1810 with displaying limitationsto players, other than the guesser, on the same team as the guesser. Ina specific implementation, the secret content can be displayed with alimitation. For example, each player who is not the guesser receives aword “carnival,” but they also include a limiting requirement, such as“animals only,” “rides only,” or the like. Depending upon a playerprofile, players may receive hints instead of limitations, such aspictures, to enable, e.g., particularly young players to participate.

The flowchart 1800 continues to decision point 1812 where it isdetermined whether the guesser has manipulated the wirelessstate-maintaining social device to indicate the guesser wishes to pass.In a specific implementation, the guesser presses a button to pass. Ifit is determined that the guesser has manipulated the wirelessstate-maintaining social device to indicate the guesser wishes to pass(1812—Yes), then the flowchart 1800 continues to module 1814 where thegame state is changed to “cannot pass” for the remainder of the roundand returns to module 1808 and continues as described previously, but atdecision point 1812 the guesser cannot pass. In an alternative,depending upon game rules or player profile (e.g., if the player isparticularly young), a guesser may have the option to pass more thanonce.

If, on the other hand, it is not determined that the guesser hasmanipulated the wireless state-maintaining social device to indicate theguesser wishes to pass (1812—No) or if state is “cannot pass,” then theflowchart 1800 continues to decision point 1816 where it is determinedwhether the secret content has been guessed. Each team member other thanthe guesser has one of the wireless state-maintaining social devices (orshares one) and acts out the secret content (with limitations, ifapplicable) displayed by the display engine of the wirelessstate-maintaining social device. In a specific implementation, all ofthe players on the team of the guesser must shake their wirelessstate-maintaining social devices to indicate the secret has beenguessed, which serves to involve all of the players in the game and hasa secondary function of showing the other team that a point was scored(as opposed to passing, for which no point is awarded).

If it is determined that the secret content has been guessed (1816—Yes)then the flowchart 1800 continues to module 1818 where the gamificationengine updates the game state datastore to increase the score of theguesser's team by one and the flowchart 1800 continues to decision point1820 where it is determined whether endgame state has been reached. Ifit is not determined that endgame state has been reached (1820—No), thenthe flowchart 1800 returns to module 1808 continues as describedpreviously. If it is determined that endgame state has been reached(1820—Yes), then the flowchart 1800 ends. In a specific implementation,when the game is over, scores, times, and notable events or players aredisplayed and may be recorded as a historical log in various playerprofiles. The historical log can be used to avoid selecting the samesecret multiple times for the same player (or to select the same secretagain for, e.g., younger players).

If, on the other hand, it is not determined that the secret content hasbeen guessed (1816—No), then the flowchart 1800 continues to decisionpoint 1822 where it is determined whether the timer has expired. Theprogress of the timer can be displayed by the display engine of one ormore of the wireless state-maintaining social devices as a diminishinghourglass, timer countdown, changing lights, or the like. If it is notdetermined that the timer has expired (1822—No), then the flowchart 1800returns to decision point 1812 and continues as described previously.If, on the other hand, it is determined that the timer has expired(1822—Yes), then the flowchart 1800 continues to decision point 1824where it is determined whether endgame state has been reached. When thetimer expires, the display engine ceases displaying secrets to theplayers who were aiding the guesser. If it is determined that endgamestate has been reached, then the flowchart 1800 ends, as describedpreviously. If it is not determined endgame state has been reached(1824—No), then the flowchart 1800 returns to module 1804 and continuesas described previously, but for a new guesser. Depending upon therules, the guesser may be another player on the same team or, pursuantto more typical reverse charades rules, a player on the other team.

FIG. 19 depicts a flowchart 1900 of an example of a social game (truthor dare) played with at least one wireless state-maintaining socialdevice, such as the wireless state-maintaining social devices 1604described with reference to FIG. 16, and a polygraph machine. In aspecific implementation, the polygraph machine includes a wristband witha heartbeat and/or blood pressure sensor, a respiratory rate sensor, anda galvanic skin resistance sensor. In an alternative, the polygraphmachine includes a smartphone capable of detecting heartbeat and/orblood pressure and respiratory rate and a wristband capable of detectinggalvanic skin resistance. A polygraph machine utilizes at least threesensors: a heartbeat and/or blood pressure sensor, a respiratory ratesensor, and a galvanic skin resistance sensor, and can be assembled fromthe relevant sensors and an appropriately configured engine, which forthe purposes of this example is assumed to be the gamification engine.Although galvanic skin resistance sensors are frequently unreliable,perfect reliability is not really needed in a game, so a wrist band canbe provided for use in truth or dare to detect galvanic skin resistancedespite its lack of reliability, data from which is received via aproximate device interface engine of a wireless state-maintaining socialdevice. Advantageously, many people carry around smartphones capable ofmeasuring two of the three parameters used by a polygraph machine, andthe third can be provided relatively inexpensively via a wristband.

The flowchart 1900 starts at module 1902 with obtaining baselinereadings. Baseline readings are obtained when a player's heartbeat,blood pressure, respiratory rate, and/or galvanic skin resistance aremeasured. Because this is a game, not all of the values need necessarilybe measured, though the effectiveness of the polygraph (already oflimited reliability in the best of circumstances) is further diminished.Alternative lie detection parameters can also be measured, if desiredand, again, the parameters need not be reliable because the parametersare used in a game. A baselining program could also be used, such as anapp on a smartphone, that could ask typical baselining questions to eachplayer before the start of a game of truth or dare.

The flowchart 1900 continues to decision point 1904 where it isdetermined whether a player has elected truth or dare. If the playerelects dare (1904—Dare), then the flowchart 1900 continues to module1906 where performance of the dare is registered and returns to decisionpoint 1904 and continues as described previously, but where a differentplayer (typically) selects truth or dare. To complete a dare, theplayers will typically agree that a dare has been performed and thenmanipulate a wireless state-maintaining social device (e.g., by shakingit) to inform the gamification engine that the dare has been performed.

If the player elects truth (1904—Truth), then the flowchart 1900continues to module 1908 where the polygraph machine is utilized toobtain a reading. It may be noted that, to the extent players have adedicated device that senses heartbeat, blood pressure, respiratoryrate, and/or galvanic skin resistance, the polygraph machine may be ableto improve its predictive power over time. For example, a player'ssmartphone may record some of these parameters over time.

The flowchart 1900 then continues to module 1910 where performance ofthe truth is registered in accordance with the reading and then returnsto decision point 1904 and continues as described previously. Thereading can be binary (e.g., True or False), trinary (e.g., True, False,and Indeterminate), or some other value (e.g., probability of truthexpressed as a percentage). In a specific implementation with binaryresults, where the truth of falsity is of equal probability, the playergets the benefit of the doubt and the performance is registered as True.In a specific implementation with trinary results, the gamificationengine can favor “interesting” results, making the indeterminate resultoccur relatively infrequently (e.g., at most one in three) and calibrateresults to give more definitive results if Indeterminate has come upbefore. In a specific implementation with probabilities, the results arelikely interesting enough to simply display what is determined, thoughit may be desirable to increase certainty by over-estimating thepredictive value of results if that would be more fun. The results of atruth response (e.g., True, False, Indeterminate, % likelihood of truth,etc.) are displayed by display engines of the wireless state-maintainingsocial device. In an implementation in which two wirelessstate-maintaining social devices are used, after module 1906 or 1910, afirst player who challenged a second player with “truth or dare” handsone of the wireless state-maintaining social devices to a third playerdesignated by the second player and the second player then gets tochallenge the third player.

Referring once again to the example of FIG. 16, the proximate deviceinterface engine 1616 can be configured to understand game board stateby implementing passive or active sensors in a game board and pieces.For example, a chessboard can be made with sensors capable ofdetermining what piece is in which square of the board. The wirelessstate-maintaining social devices 1604 can then provide hints that dependupon the player profile datastore 1608. For example, a novice who isplaying a proficient player can occasionally be told to make a good move(likely through a smartphone that is analyzing the game if the wirelessstate-maintaining social devices 1604 have limited computing power). Theproficient player can also be given limitations, like you cannot move aknight or a bishop, which may be random. This enables handicappingwithout actually removing pieces from the board. Of course, the rules ofthe game can also be changed, such as by giving a novice a random chanceto get a piece back or make two moves in a row. The handicap can alsotake the form of trivia, only allowing a player to make a move if theyanswer a question correctly.

Another type of board game includes geographies, such as Risk, which canbe combined with trivia. For example, if you want to move an army intoan area, you may need to answer a general trivia question or perhaps aquestion about the area into which you are moving. The questions can bescaled to match a demographic (e.g., age). Where dice are used, thewireless state-maintaining social devices 1604 can include a diceroller. Where the number of dice varies, the number of shakes can beindicative of the number of dice rolls or a button can be pushed as manytimes as the number of dice. Results other than just the dice roll canalso be added on a random basis (e.g., you get one additional army).

Such randomized results can be added to a wide variety of differentboards, such as city block traversing games (e.g., Monopoly) that can beaugmented with interesting dice rolling options such that each move ismeaningful, but randomized events that are displayed with a dice roll.For example, the Chance and Community Chest spaces could be omitted froma Monopoly board and the results of such cards displayed with a subsetof dice rolls, along with a probability that a player that lands on anowned property is “just visiting.” The results can also be craftedspecifically for particular player profiles. For example, youngerplayers may get “luckier” than older players.

Another type of board game includes letterboards, such as Scrabble,which can be augmented to give hints based upon demographics (andperhaps even to allow children to use words from a source other than agame dictionary).

FIG. 20 depicts a diagram 2000 of an example of a gamification deviceand gameboard. The diagram 2000 includes a novelty device 2002, a gameboard 2004, a game board space 2006, and game pieces 2008.

In a specific implementation, a game comprises the novelty device 2002,the game board 2004 with distinct spaces including the game board space2006, the playing pieces 2008, each of which is intended to represent aplayer, and a set of rules governing movement and achievement of pointstowards or victory or loss of points distancing victory, and a set ofgame conditions governing victory. The novelty device 2002 can beimplemented as a gamification device, such as is described elsewhere inthis paper. In a specific implementation, each space on the game board2004 has one or more distinct notations (including colors and shapes andimages) and a rule, either written on the space or noted in a separaterulebook, that can be applied to the game piece landing on that space.In alternatives, the game board can be of a variety of shapes and sizeswith multiple spaces, each marked with a distinctive outline, color, ormade otherwise distinguishable. The game pieces 2008 used to representeach player are distinctive in color, shape, or size.

One method governing movement of the game pieces 2008 from space tospace is by which spaces share edges or sides and movement occurssequentially from one adjoining space to the next based on instructionsabout direction or length of movement dictated by the novelty device2002 after a player has interacted with it, such as the player shakingthe novelty device 2002 and viewing its display. Other methods governingmovement on the game board 2004 is through information presented on thenovelty device 2002 corresponding to the distinct notations on a spaceafter a player has interacted with it, such as the player shaking thenovelty device 2002 and viewing its display. Victory conditions for thegame include accumulation of points or reaching a specific space on thegame board 2004. Points can be awarded, lost, or transferred duringlanding on game spaces due to passing over a space, landing on a space,correctly responding to questions presented to the player afterinteracting with the novelty device 2002, or direct informationpresented by the novelty device 2002.

Referring once again to the example of FIG. 16, the wirelessstate-maintaining social devices 1604 can also be used in more complextabletop roleplaying games. For example, players can be assigned a rolerandomly through one of the wireless state-maintaining social devices1604 (e.g., you are the Pilot, the Fighter, or some other class). Tilescan be placed and encounters can be added in accordance with arandomizer of the wireless state-maintaining social devices 1604.Information can also be conveyed to players, such as action order,messages, dice rolling results, rule assist (e.g., do this, then dothat, then do the other), or the like, which can remove the necessity tolook for dice, look up rules, or pass notes. Action order notificationcan be of particular importance when a single person is responsible foracting on behalf of multiple different creatures. In some games, areferee has more freedom than other players to fudge dice rolls. Toavoid eliminating suspense, the referee could pre-record a gesture forloaded dice when the referee is concerned an encounter is too hard(causing the randomizer to roll lower) or to pre-record a gesture forloaded dice when an encounter is too easy, and then show the results fordramatic effect. The number and size of dice can be selected by tapping,pushing a button repeatedly, shaking, or the like.

These and other examples provided in this paper are intended toillustrate but not necessarily to limit the described implementation. Asused herein, the term “implementation” means an implementation thatserves to illustrate by way of example but not limitation. Thetechniques described in the preceding text and figures can be mixed andmatched as circumstances demand to produce alternative implementations.

1. A method comprising: providing content data used in displayingcustomized messages within a list of customized messages to acustomizable display system integrated as part of a gamification device,the customizable display system configured to display a first customizedmessage from the list of customized messages using the content data;receiving interaction data indicating how a user of the gamificationdevice has physically manipulated the gamification device; determining,using content presentation rules, whether to display another message atthe customizable display system in response to the interaction dataindicating how the user has physically manipulated the gamificationdevice; if it is determined to display the another message at thecustomizable display system in response to how the user has physicallymanipulated the gamification device; selecting a second customizedmessage from the list of customized messages to display at thecustomizable display system; providing a first presentation instructionindicating to display the second customized message to the customizabledisplay system, the customizable display system further configured todisplay the second customized message in place of the first customizedmessage using the content data in response to receiving the firstpresentation instruction.
 2. The method of claim 1, wherein the firstcustomized message is a riddle and the second customized message is ahint to the riddle.
 3. The method of claim 1, wherein the customizedmessages and the list of customized messages are created by the user,the method further comprising: receiving instructions from the user toconfigure the customizable display system to display the customizedmessages from the list of customized messages; providing the contentdata used by the customizable display system to display the customizedmessages from the list of customized messages in response to theinstructions received from the user.
 4. The method of claim 1, furthercomprising: providing additional content data used in displaying anadvertisement to the customizable display system, the customizabledisplay system further configured to display the advertisement using theadditional content data; determining, using the content presentationrules, whether to display the advertisement to the user in response tothe interaction data indicating how the user has physically manipulatedthe gamification device; if it is determined to display theadvertisement at the customizable display system, providing a secondpresentation instruction to the customizable display indicating todisplay the advertisement at the customizable display system, thecustomizable display system further configured to display theadvertisement in place of either the first customized message or thesecond customized message instruction using the additional content datain response to receiving the second presentation.
 5. The method of claim1, further comprising: mapping the user to a persona according to marketsegmentation variables; selecting an advertisement to display to theuser based on the persona to which the user is mapped; providingadditional content data used in displaying the advertisement to thecustomizable display system, the customizable display system furtherconfigured to display the advertisement using the additional contentdata; determining, using the content presentation rules, whether todisplay the advertisement to the user in response to the interactiondata indicating how the user has physically manipulated the gamificationdevice; if it is determined to display the advertisement at thecustomizable display system, providing a second presentation instructionto the customizable display indicating to display the advertisement atthe customizable display system, the customizable display system furtherconfigured to display the advertisement in place of either the firstcustomized message or the second customized message using the additionalcontent data in response to receiving the second presentationinstruction.
 6. The method of claim 1, further comprising: mapping theuser to a persona according to market segmentation variables; selectingadditional content to reproduce for the user at the customizable displaysystem based on the persona to which the user is mapped; providingadditional content data used in reproducing the additional content tothe customizable display system, the customizable display system furtherconfigured to reproduce the additional content using the additionalcontent data; determining, using the content presentation rules, whetherto reproduce the additional content for the user in response to theinteraction data indicating how the user has physically manipulated thegamification device; if it is determined to reproduce the additionalcontent at the customizable display system, providing a secondpresentation instruction to the customizable display indicating toreproduce the additional content at the customizable display system, thecustomizable display system further configured to reproduce theadditional content using the additional content data in response toreceiving the second presentation instruction.
 7. The method of claim 1,wherein the content presentation rules specify pseudo-randomly selectingthe another message to display at the customizable display system inresponse to the interaction data indicating how the user has physicallymanipulated the gamification device.
 8. The method of claim 1, whereinthe customizable display system includes an energy harvester configuredto convert kinetic energy generated by the user physically moving thegamification device into electrical energy, the electrical energy usedto power the customizable display system.
 9. The method of claim 1,further comprising: receiving environmental conditions data indicatingenvironmental conditions at the gamification device; determining, usingthe content presentation rules, whether to reproduce additional contentat the customizable display system in response to the environmentalconditions data indicating the environmental conditions at thegamification device; providing a second presentation instructionindicating to reproduce the additional content to the customizabledisplay system, if it is determined to reproduce additional content atthe customizable display system in response to the environmentalconditions at the gamification device, the customizable display systemfurther configured to reproduce the additional content in response toreceiving the second presentation instruction.
 10. The method of claim1, wherein the content presentation rules are generated, at least inpart, based on input from the user.
 11. A system comprising: a contentfurnishing engine configured to provide content data used in displayingcustomized messages within a list of customized messages to acustomizable display system integrated as part of a gamification device,the customizable display system configured to display a first customizedmessage from the list of customized messages using the content data; acustomized content reproduction management system configured to receiveinteraction data indicating how a user of the gamification device hasphysically manipulated the gamification device; a content reproductiondirection engine configured to: determine, using content presentationrules, whether to display another message at the customizable displaysystem in response to the interaction data indicating how the user hasphysically manipulated the gamification device; select a secondcustomized message from the list of customized messages to display atthe customizable display system, if it is determined to display theanother message at the customizable display system in response to howthe user has physically manipulated the gamification device; provide afirst presentation instruction indicating to display the secondcustomized message to the customizable display system, if it isdetermined to display the another message at the customizable displaysystem in response to how the user has physically manipulated thegamification device, the customizable display system further configuredto display the second customized message in place of the firstcustomized message using the content data in response to receiving thefirst presentation instruction.
 12. The system of claim 11, wherein thefirst customized message is a riddle and the second customized messageis a hint to the riddle.
 13. The system of claim 11, wherein thecustomized messages and the list of customized messages are created bythe user, the content furnishing engine further configured to: receiveinstructions from the user to configure the customizable display systemto display the customized messages from the list of customized messages;provide the content data used by the customizable display system todisplay the customized messages from the list of customized messages inresponse to the instructions received from the user.
 14. The system ofclaim 11, wherein: the content furnishing engine is further configuredto provide additional content data used in displaying an advertisementto the customizable display system, the customizable display systemfurther configured to display the advertisement using the additionalcontent data; the content reproduction direction engine furtherconfigured to: determine, using the content presentation rules, whetherto display the advertisement to the user in response to the interactiondata indicating how the user has physically manipulated the gamificationdevice; provide a second presentation instruction to the customizabledisplay indicating to display the advertisement at the customizabledisplay system, if it is determined to display the advertisement at thecustomizable display system, the customizable display system furtherconfigured to display the advertisement in place of either the firstcustomized message or the second customized message instruction usingthe additional content data in response to receiving the secondpresentation.
 15. The system of claim 11, further comprising a personamapping engine configured to map the user to a persona according tomarket segmentation variables, wherein: the content furnishing engine isfurther configured to: select an advertisement to display to the userbased on the persona to which the user is mapped; provide additionalcontent data used in displaying the advertisement to the customizabledisplay system, the customizable display system further configured todisplay the advertisement using the additional content data; the contentreproduction direction engine further configured to: determine, usingthe content presentation rules, whether to display the advertisement tothe user in response to the interaction data indicating how the user hasphysically manipulated the gamification device; provide a secondpresentation instruction to the customizable display indicating todisplay the advertisement at the customizable display system, if it isdetermined to display the advertisement at the customizable displaysystem, the customizable display system further configured to displaythe advertisement in place of either the first customized message or thesecond customized message using the additional content data in responseto receiving the second presentation instruction.
 16. The system ofclaim 11, further comprising a persona mapping engine configured to mapthe user to a persona according to market segmentation variables,wherein: the content furnishing engine is further configured to: selectadditional content to reproduce for the user at the customizable displaysystem based on the persona to which the user is mapped; provideadditional content data used in reproducing the additional content tothe customizable display system, the customizable display system furtherconfigured to reproduce the additional content using the additionalcontent data; the content reproduction direction engine furtherconfigured to: determine, using the content presentation rules, whetherto reproduce the additional content for the user in response to theinteraction data indicating how the user has physically manipulated thegamification device; provide a second presentation instruction to thecustomizable display indicating to reproduce the additional content atthe customizable display system, if it is determined to reproduce theadditional content at the customizable display system, the customizabledisplay system further configured to reproduce the additional contentusing the additional content data in response to receiving the secondpresentation instruction.
 17. The system of claim 11, wherein thecontent presentation rules specify pseudo-randomly selecting the anothermessage to display at the customizable display system in response to theinteraction data indicating how the user has physically manipulated thegamification device.
 18. The system of claim 11, wherein thecustomizable display system includes an energy harvester configured toconvert kinetic energy generated by the user physically moving thegamification device into electrical energy, the electrical energy usedto power the customizable display system.
 19. The system of claim 11,wherein: the customized content reproduction management system isfurther configured to receive environmental conditions data indicatingenvironmental conditions at the gamification device; the contentreproduction direction engine further configured to: determine, usingthe content presentation rules, whether to reproduce additional contentat the customizable display system in response to the environmentalconditions data indicating the environmental conditions at thegamification device; provide a second presentation instructionindicating to reproduce the additional content to the customizabledisplay system, if it is determined to reproduce additional content atthe customizable display system in response to the environmentalconditions at the gamification device, the customizable display systemfurther configured to reproduce the additional content in response toreceiving the second presentation instruction.
 20. A system comprising:means for providing content data used in displaying customized messageswithin a list of customized messages to a customizable display systemintegrated as part of a gamification device, the customizable displaysystem configured to display a first customized message from the list ofcustomized messages using the content data; means for receivinginteraction data indicating how a user of the gamification device hasphysically manipulated the gamification device; means for determining,using content presentation rules, whether to display another message atthe customizable display system in response to the interaction dataindicating how the user has physically manipulated the gamificationdevice; means for selecting a second customized message from the list ofcustomized messages to display at the customizable display system, if itis determined to display the another message at the customizable displaysystem in response to how the user has physically manipulated thegamification device; means for providing a first presentationinstruction indicating to display the second customized message to thecustomizable display system, if it is determined to display the anothermessage at the customizable display system in response to how the userhas physically manipulated the gamification device, the customizabledisplay system further configured to display the second customizedmessage in place of the first customized message using the content datain response to receiving the first presentation instruction.